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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 14 Mar 2007, 22:57
Newsgroups: rec.games.roguelike.development
From: Phlamethro...@gmail.com
Date: 14 Mar 2007 15:57:05 -0700
Local: Wed 14 Mar 2007 22:57
Subject: Re: 7DRL: Bob and Trev: Resurrection
Things are starting to come together now... I can feel the final
crunch approaching :)

* Both the player and monsters start with items. Different monsters
will start with different items, e.g. the Stylophone Clan members will
start with Stylophones.
* (basic) code to handle stacks of items is in
* .... which also means that weapon firing code is in, for both
monsters and the player.
* Map discovery is back - the dungeon layout will be hidden when you
start the level
* Explosive weapons implemented
* And not mentioned earlier, but the visibility/LOS code is now in its
fully optimised state. Only takes a few seconds to change room, and
90% of that time is spent in screen updates.

The uncompressed code sits at 26,946 bytes; the compressed code is
16,114, although I can shrink it further. A runtime check shows I have
about 1.5K of memory spare, so there's still some room for expansion.
But preferably I want to have all the code finished tonight, so I can
spend the remaining couple of days testing, balancing, and fixing. I'm
not sure exactly which features I'll have a chance to squeeze in, and
the player currently has two stats (intelligence and wisdom) that do
nothing.

Hmm.

Cheers,

- Jeffrey


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