Difference between revisions of "Neohack"
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{{game-alpha| name = Neohack | {{game-alpha| name = Neohack | ||
|developer = Ray Dillinger | |developer = Ray Dillinger | ||
|influences = [[NetHack]], [[Crawl]],[[Moria]] | |influences = [[NetHack]], [[Unnethack], [[SLASH'EM]], [[Crawl]], [[Moria]] | ||
|theme = fantasy | |theme = fantasy | ||
|released = alpha in Jan 2012 | |released = alpha in Jan 2012 | ||
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elsewhere. | elsewhere. | ||
Neohack | Neohack has what some will see as a distinctly "retro" style. | ||
Because I wanted to make a game that makes network play easy | |||
to offer, its primary interface is a shell window. A tile | |||
interface should be fairly easy to add because I've kept the | |||
a large number of | UI separated from the rest of the game, but it won't be in | ||
character to use things in many different ways and modify them | the first version. | ||
in at least a few different ways. It is designed to appeal to | |||
people who think | It is unapologetically hard, and it supports a large number of | ||
simple. | keystroke commands that allow your character to use things in | ||
many different ways and modify them in at least a few different | |||
ways, because I am deliberately invoking emergent complexity. | |||
Despite deliberately invoking emergent complexity, I seek to | |||
limit the advantages of reading spoiler files. It is designed | |||
to appeal to people who think other roguelikes have gotten too | |||
tame, predictable, and simple. | |||
Line 41: | Line 48: | ||
==Features== | ==Features== | ||
===UI=== | |||
The Neohack UI, as has already been mentioned, is distinctly retro | |||
in that it's an ncurses shell interface. That said, I want it to | |||
be the game that's hard, not the interface. I'm trying to build | |||
the best console interface that I can, and I guess it's up to the | |||
players to tell me whether it works. | |||
One | ====Discoverability==== | ||
across the bottom of the console window. If you're ever stuck you | One problem with interfaces that use a large number of keystroke | ||
can just watch the scroll line until the command you need comes into | commands is that the user has to somehow learn and remember them. | ||
I'm trying to make discoverability easy by adding a help line. | |||
The help line moves slowly, like a ticker across the bottom of | |||
the console window, whenever the game is waiting for input. If | |||
you're ever stuck you can just watch the scroll line until the | |||
command you need comes into view - or hurry it along by using the | |||
spacebar. | |||
====Resizing==== | |||
Shell games used to be limited to a particular size (usually 80x25 | |||
or something like that). But modern UNIX shells can be run at any | |||
size within the boundaries of your display. I figured there was | |||
no good reason not to take advantage of that, so if you resize the | |||
shell window, Neohack will resize its interface elements to take | |||
advantage of the new size. | |||
====Unicode==== | |||
now | Modern UNIX shells handle Unicode characters now. So I've decided | ||
It's time for roguelike games to make the transition. Accordingly, | |||
Neohack uses Unicode characters in its interface, rather than making | |||
assumptions about what code page people have loaded. | |||
====Double Cell Tiles==== | |||
Since modern monitors and shells allow huge shell windows, and most | |||
represent one map | console fonts are just about twice as high as they are wide, I've | ||
the monster and a different character for its main wielded weapon, | decided to use two character cells to represent one map tile. | ||
so you could have a reasonable chance to notice when a gnome is | This allows you to see one character for the monster and a different | ||
carrying a wand of death instead of the usual shortsword. | character for its main wielded weapon, so you could have a reasonable | ||
chance to notice when a gnome is carrying a wand of death instead of | |||
the usual shortsword. | |||
I'm | ====Interface Automation==== | ||
features to make the medium-large levels manageable, as well as | I'm providing Autoexplore and other game-automation features to | ||
Autotarget, Autofire, and Autocast features to reduce most ranged | make the medium-large levels manageable, as well as Autotarget, | ||
Autofire, and Autocast features to reduce most ranged attacks | |||
to a single keystroke. | |||
Items and item types can be named; individual items can be inscribed. | ====Naming==== | ||
Eventually Inscriptions should work with command macros, but that | Items and item types can be named, as in Nethack; individual items | ||
won't happen until version 2. | can be inscribed with messages. Eventually Inscriptions should | ||
work with command macros as in Angband, but that won't happen until | |||
version 2. | |||
Persistent Levels. Once a level is generated, when you come back to | Persistent Levels. Once a level is generated, when you come back to |
Revision as of 17:05, 27 September 2011
{{game-alpha| name = Neohack |developer = Ray Dillinger |influences = NetHack, [[Unnethack], SLASH'EM, Crawl, Moria |theme = fantasy |released = alpha in Jan 2012 |updated = 27 Sep 2011 |language = C |platforms = Linux |licensing = freeware |features = Persistent levels, Resizable, Scrolling Helpline ... |interface = ncurses, Unicode, Keyboard |length = 12-30 hours |site = http://dillingers.com/neohack/ }}
Overview
Neohack is implemented in C using a Linux development platform, because I like the old-fashioned hardcore-ness of C. I'm trying to keep the code portable enough that it will compile easily elsewhere.
Neohack has what some will see as a distinctly "retro" style. Because I wanted to make a game that makes network play easy to offer, its primary interface is a shell window. A tile interface should be fairly easy to add because I've kept the UI separated from the rest of the game, but it won't be in the first version.
It is unapologetically hard, and it supports a large number of keystroke commands that allow your character to use things in many different ways and modify them in at least a few different ways, because I am deliberately invoking emergent complexity.
Despite deliberately invoking emergent complexity, I seek to limit the advantages of reading spoiler files. It is designed to appeal to people who think other roguelikes have gotten too tame, predictable, and simple.
Status
Neohack is not in Alpha yet; The current version as of this writing (in September 2011) is not a full playable game. But I'm now aiming toward something complete and playable (On the scale of the original Hack) by the end of 2011.
Features
UI
The Neohack UI, as has already been mentioned, is distinctly retro in that it's an ncurses shell interface. That said, I want it to be the game that's hard, not the interface. I'm trying to build the best console interface that I can, and I guess it's up to the players to tell me whether it works.
Discoverability
One problem with interfaces that use a large number of keystroke commands is that the user has to somehow learn and remember them. I'm trying to make discoverability easy by adding a help line. The help line moves slowly, like a ticker across the bottom of the console window, whenever the game is waiting for input. If you're ever stuck you can just watch the scroll line until the command you need comes into view - or hurry it along by using the spacebar.
Resizing
Shell games used to be limited to a particular size (usually 80x25 or something like that). But modern UNIX shells can be run at any size within the boundaries of your display. I figured there was no good reason not to take advantage of that, so if you resize the shell window, Neohack will resize its interface elements to take advantage of the new size.
Unicode
Modern UNIX shells handle Unicode characters now. So I've decided It's time for roguelike games to make the transition. Accordingly, Neohack uses Unicode characters in its interface, rather than making assumptions about what code page people have loaded.
Double Cell Tiles
Since modern monitors and shells allow huge shell windows, and most console fonts are just about twice as high as they are wide, I've decided to use two character cells to represent one map tile. This allows you to see one character for the monster and a different character for its main wielded weapon, so you could have a reasonable chance to notice when a gnome is carrying a wand of death instead of the usual shortsword.
Interface Automation
I'm providing Autoexplore and other game-automation features to make the medium-large levels manageable, as well as Autotarget, Autofire, and Autocast features to reduce most ranged attacks to a single keystroke.
Naming
Items and item types can be named, as in Nethack; individual items can be inscribed with messages. Eventually Inscriptions should work with command macros as in Angband, but that won't happen until version 2.
Persistent Levels. Once a level is generated, when you come back to it it will always be the same. This means you can make "stashes" where you store equipment, etc, that you're not using. Of course that also means intelligent monsters will sometimes loot your stashes, so keep that in mind when you're making them.
Inventory size is limited by weight and volume, not by number of different item types.
Dungeon time in Neohack is continuous, not discrete. Moving diagonally for example takes a bit longer than moving orthogonally. Individual actions can have the amount of time they take modified by items like speed boots (which make walking faster but not attacking) or a swift sword (which makes attacking faster but not walking). There are few if any integer ratios of movement that you can count.
Rarities. Certain items and monster types in Neohack are designated as Rarities, with very small chances per game of appearing. That means that even when you've won, or played a hundred games and know perfectly everything you've ever encountered, you'll still occasionally encounter new things you haven't seen before.
In many roguelike games, there are "artifacts" - items of such great power that the game limits their appearance to preserve game balance. Rarities is a related idea, but not the same idea. Rarities may appear at any point in the game, and may or may not be particularly powerful. The appearance of rarities is limited to add flavor and uniqueness to each game, not to limit the potential of ultra-powerful items to break game balance.