X-Git-Url: https://plomlompom.com/repos/test.html?a=blobdiff_plain;ds=sidebyside;f=README;h=33a231fc8c84e09c3b92313852468c34e3c34c5a;hb=0d8be1b104aaa5c841cd15751b64b3772fbb52e9;hp=8a73d7f7e36276e88bd41c839d2ca2f7e80cf4f4;hpb=550d22ec0c3f530f5d317746f3f7e75251a1de4b;p=plomrogue
diff --git a/README b/README
index 8a73d7f..33a231f 100644
--- a/README
+++ b/README
@@ -2,15 +2,19 @@ plomrogue
=========
plomlompom tries to build his own roguelike. Currently, it doesn't do much
-interesting, apart from managing keybindings and some ncurses windows in a
-bizarre fashion.
+interesting.
-You can move around a player and meet a number of different enemies. They move
-randomly and will only accidentally hit you. You have 5 hitpoints to lose before
-death; they have either 1, 3 or 9. Your score grows by killing enemies, to the
-amount of hitpoints each killed enemy started with.
+You can move around a player and meet a number of different enemies. You have 5
+hitpoints to lose before death; they start with different amounts of hitpoints
+depending on their species. Your score grows by killing enemies, to the amount
+of hitpoints each killed enemy started with. Dead enemies become dirt,
+skeletons or "magic meat"--such objects can be collected, and "magic meat" can
+be consumed to gain hitpoints. Note that different kinds of moves take different
+numbers of turns to finish.
-The map get generated randomly, too.
+Enemies' AI is very dumb so far: Each turn, they
+try to move in the (beeline) direction of the nearest enemy, so they often bump
+into obstacles.
There is only one save file (named "savefile"), and it gets overwritten each new
turn. To start over with a new world, delete it.
@@ -28,14 +32,18 @@ make
Keybindings and window configuration
------------------------------------
-In the default window configuration, globally available keybinings are shown at
-game start in the three windows on the left of the screen. The lower two windows
-describe keybindings / actions only available in a window's window configuration
-views -- hit "w" (per default keybindings) to switch the selected / "active"
-window to a view that allows changing its geometry. One further hit on "w"
-switches the window to a view that lists keybindings available specifically for
-that window -- such as for map scrolling actions in the "map" window. All
-keybindings can be changed.
+In the default window configuration, the window appearing on the left sports a
+list of keybindings available globally and additionally via the window currently
+selected as active.
+
+Hit "w" (per default keybindings) to switch the "active" window to a view that
+allows changing its geometry. One further hit on "w" switches the window to a
+view that allows changing its window-specific keybindings. The global
+keybindings may be changed in the "Global keys" window, those of the window
+geometry configuration in the "Window geometry keys" window" and those of the
+window-specific keybindings configuration in the "Window keybinding keys"
+window; by default, these three windows are not visible, but may be turned on by
+hitting the "F6", "F7" and "F8" keys.
What actions are available globally or only in specific windows can be further
manipulated by editing the files config/keybindings_global and
@@ -55,3 +63,20 @@ beginning. Hit the "next turn / wait" key to increment turns. Keys to
manage windows, scroll on the map and quit the program are active; keys
to perform player actions are inactive. Append a number to the -s option
(like "-s100") to start the recording at the respective turn number.
+
+Hacking
+-------
+
+The movements/actions available to the player and the enemies are defined and
+can be changed in config/map_object_actions. Each line consists of, first, a
+numerical ID used internally to manage the action, secondly the number of turns
+the action takes, and thirdly a string representing the action internally.
+
+The different map object types, i.e. species (including the player's human one)
+and item types, can be edited in config/defs. Here the first value is a
+numerical ID that represents the object type, the second one describes what type
+this object decomposes to when it gets destroyed/killed, the third value is the
+character used to represent the object visually on the map, the fourth value is
+the number of hitpoints the object starts with (items are dead and start with
+zero hitpoints, anything else moves), the fifth is the string that names the
+object in the game log.