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A free to use, survival open-world roguelike game

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- [ ] light a fire - crafting recipe or dedicated mechanic? - [ ] put out a fire - do we need it at all? - [ ] fire...

feature

- [x] item types (one per body part? Or allow multi-part?) - [x] crafting recipes - [ ] must inherit protection values from material

feature

- [ ] animal sight should get the same penalty as the player's - [ ] nocturnal animals should have the opposite problem, maybe. Or just a much reduced penalty...

feature

- [ ] convert all colours to HSB (hue, saturation, brightness). This must also encompass the templates, palettes etc. This should make the below easy, otherwise it's a headache. This...

feature

The smart way would be to implement a yaml serialiser/deserialiser for artemis-odb itself, so as to have component mappings. But we'll go the easy way first: parse the yaml file...

feature

Something like this: https://github.com/Emmsii/roguelikedev-does-the-complete-roguelike-tutorial/blob/master/src/com/mac/rltut/game/screen/game/GameScreen.java Which one to use (ASCII or sprites) should be choosable with a Function key or via config (depending if I can make it work on the...

feature

- [ ] allow chaining of screens? Eg, if you `[t]`hrow, but don't have a wielded weapon, we should open the inventory screen and after a weapon is selected go...

feature

If there's no GRASS cell around the herbivore, we should follow the gradient: go up if we are lower than grass (eg water, sand). Go down if we are higher...

feature

Having to work with RGB is quite annoying. I think a palette like [libtcod's](http://roguecentral.org/doryen/data/libtcod/doc/1.5.2/html2/color.html?c=false&cpp=false&cs=false&py=false&lua=false) works much better. A private-constructor class `Col` should do the job. In code, I should only...

feature

Must investigate whether I should pass a lambda to map functions, or even better how to make it a Stream so that I can use functional-style filter/fold/map functions.

feature