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Message from discussion 7DRL: Bob and Trev: Resurrection
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phlamethro...@gmail.com  
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 More options 12 Mar 2007, 21:59
Newsgroups: rec.games.roguelike.development
From: Phlamethro...@gmail.com
Date: 12 Mar 2007 14:59:54 -0700
Local: Mon 12 Mar 2007 21:59
Subject: Re: 7DRL: Bob and Trev: Resurrection
On 11 Mar, 21:27, Phlamethro...@gmail.com wrote:

> Monster AI and combat will be the next thing on the list, after which
> the game could probably be classed as, well, a game.

The game is now "a game". I had for forsight to book today off work,
which means:

* (simple) monster AI
* Combat - bare handed and with wielded weapons. Throwing, firing,
etc. still to come.
* Armour
* More useful and entertaining error handling
* Colour support!
* A couple of dungeon generator fixes
* Added framework for extra player stats - experience points,
intelligence, hunger status, etc.
* Added memory use tracking

http://www.phlamethrower.co.uk/misc2/batr3.png
http://www.phlamethrower.co.uk/misc2/batr4.png

The game still runs at an acceptable speed on a BBC, but the un-
compressed code is now 19KB in size, which is far too big. Compressing
it gets it down to about 12KB, which as the second screenshot shows,
leaves me with about 5.5KB space spare. There are only a handful of
really major features left for me to implement (proper item/monster
spawning, HP regen, win condition, and xp level advancement), so I'd
say things are looking good memory-wise.


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