fredriq / fiqrogue Goto Github PK
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Experimental roguelike using libuncursed
While functional, it is flawed. This is not a fiqrogue issue, but libuncursed currently has no dedicated bugtracker. The major one is the fact that it blinks quite a lot, and resizing the window results in a lot of blinking and a major lagspike
The code currently has the capabilities of dealing with several monsters at once, but currently non-player ones just use a dummy AI that walks right unless it's far too the right already in which it walks left. There's also no collision checking for monster-to-monster (there is for "walls"), you can walk right into another monster (and vice versa) and the game wont mind.
It would be nice if other monsters actually chased you around, intent on disposing of you. Also, the reverse should be possible as well.
Currently, the code treats x as what is normally considered y, and vice versa. Oops.
Noticed when attempting to check for window height using uncursed's "getmaxx".
Currently there is no message-style output whatsoever. This is rather important to address.
Peer review by Nathan Bhat and Tor Baumgardt
Currently you always see everything. Implement proper vision functionality, add binary lightning and implement walls. The actual FOV itself should probably just use a simple shadowcasting algoritm once the features that make FOV actually relevant is implemented.
Make one.
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