more of what you see (a roguelike in Python #16)


Things are getting to the point where this is less of a demo and more of what I want to do in the game itself. I may or may not write a more complete tutorial based on the demo — I think there’s more than enough here for people to get familiar and get started with libtcod in general.

I’ve put in a rudimentary message log in the bottom pane of the display. That skull on the right is from the libtcod package — I’m thinking about using the right-hand pane to display images like character portraits, text of signs, books, conversations maybe? The top pane will contain game information views, like inventory and so on.

The command set right now is very simple — bump to open things (I’ll extend this to mean operate something that isn’t otherwise openable), press x to pick things up. Control + direction closes things (or will turn something ‘off’). Control by itself will act on a thing in the same cell as you. I still mean to work in throwing things, and using things in inventory, but I’m going to keep the command set simple. I’d like to use ‘z’ for taking an action with something in hand, but allow using anything in inventory (which will be limited) by selecting its inventory number (I think this is what Chickhack does if I remember correctly, I liked it at the time). Control + z then could be used as an undo/rewind, but that’s so far off I’m not really thinking about it at the moment.

I’m going back and forth right now about extending this command set and keeping it simple. I’m leaning toward keeping it simple, both as a creative constraint and to keep the project size small. The one thing that bugs me about this is I’d like multiple uses of things (for example, you have a potion you could either drink or throw at something). I may have to accept single-use items if I keep the command set limited. One possibility to open options up a bit is to use inventory-keys for an item’s primary use (so hitting ‘1’ and then ‘enter’ drinks the potion if that’s inventory item #1) and pressing ‘1’ then ‘z’ does an item’s secondary action, which could be throw. In the end I may save multiple-uses for another project…I don’t want things to get too convoluted.

update: don’t want it too convoluted?…where’s the fun in that? I’ve started trying something I think could work — using number keys for primary use of the item, and Alt + number for the secondary use. I may be able then to hijack Alt + x as a drop key if I ever want one.


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