hag
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An ncurses procedurally generated roguelike dungeon crawler
Addresses #171. The following files still incorrectly depend on ncurses: ```bash ui/gui.c ui/key.c ui/colors.c core/controls.h core/demo.c logic/item.h logic/enemy.h logic/item.c logic/enemy_rulebook.h world/floor.c world/map.c ```
Changes enemy names to "spooky ________" if the date of play was Halloween.
Right now ncurses is pretty coupled to a lot of the codebase. It would be nice if it was pushed to a separate layer, so then we can substitute out...
I realized that `hag` almost would be screen reader friendly if not for the highly visible nature of the main window. Most of the important information displayed (enemy locations, ladders,...
Honestly `main.c` looks like it was written by a couple of college seniors taking a joke class who couldn't decide if they cared a lot or not at all about...
https://github.com/a3qz/hag/blob/7eaeaf5c0a01260ce606f40aaac880bbee5ddbcf/src/logic/enemy_rulebook.c#L225-L227
I question a lot of the design decisions here. Why is the enemy rulebook loaded in like it is? And why does enemy_add take in the list of attributes, rather...
Right now you can attempt to identify a potion. I believe that if you ever drink a negative potion for a stat, then if you successfully identify a future negative...
https://github.com/a3qz/hag/blob/b761443d94e9c8407ea26c02072dd9aea001e9e1/src/logic/enemy_rulebook.c#L22-L179 Right now the stats for enemies are chosen kinda randomly, and for me this raises a few questions: - It is my understanding that people associate kobolds with traps,...