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boken-old's Issues

Improve the message window.

  • Consider how to deal with the message background.
  • Automatically fade the window over time.
  • Have the window return to full visibility on mouse over.
  • Consider allowing the size (number of lines) to be adjusted dynamically.
  • Consider allowing the window to be repositioned.

A 'view' mode / command should be added.

A command or mode to view know information about a given tile should be added. Information displayed should include items know to be on the tile, the tile type, etc.

Containers enhancements.

  • Insert items into containers.
  • Calculate container total weight.
  • Restrict the number of items (volume) of items in a container.

Add a viewable full message history.

Add methods to view the full message history since the game and/or session began. Consider also date and time stamps for each message, and perhaps the location (level) where the message was generated.

Add more advanced text markup.

  • Bold and italics: <b>bold!</b>
  • Nested markup: <cr>red <cb>blue</c> and more <b>bold</b> red</c>
  • Color functions: <cRainbow>So colorful!</c> would apply a function to each codepoint in the marked up text potentially generating a different color for each codepoint (glyph).

Level connectivity is flawed.

Probably there is a bug in the logic to detect when a connection has been made between two areas.

With the current default seed this can be seen on level 2 and 4.

The bug exists as of 71d13e2.

Graphics for items on the ground not updated correctly.

When the item at the top of the pile on the ground is picked up the icon for the pile on the ground is not properly updated.

Consider having a special "pile" icon when there are multiple items in one tile and only use an item's icon when it is the only item in the tile.

Run should have an alternate mode.

Run should have an alternate mode where the player stops when reaching a junction -- for example at the intersection of two corridors.

Perhaps:
[shift] + direction = alternate run
[shift] + [ctrl] + direction = run until obstacle

Level generation should check for connectivity.

As a bare minimum there must exists a path the player can navigate from the level entrance to the level exit. This path could be cut off at a later time on the level, but, at least at the time of generation, such a path must exist.

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