Announcing Angband/65 (pre-alpha)

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  • PaulBlay
    Knight
    • Jan 2009
    • 657

    Announcing Angband/65 (pre-alpha)

    The aim of this project is to produce Angband/64 reborn.

    Rather than attempt to update the Angband/64 code directly I have decided to start from the Vanilla Angband code in the SVN repository and change the data (and code where required) to reproduce the Angband/64 gameplay.

    Because I'm using GPL clean Angband + My code + (some of) Jurriaan Kalkman's code this is intended to be under the GPL.

    I would welcome help, from coders or from normal Angband players, but I know you've all got your own things to do. Anyone interested, please let me know.
    Currently turning (Angband) Japanese.
  • PaulBlay
    Knight
    • Jan 2009
    • 657

    #2
    Now have a page up at SourceForge.JP. Currently lots of tickets, very little actual work done.

    Assistance welcome from all levels of expertise.
    Currently turning (Angband) Japanese.

    Comment

    • Pete Mack
      Prophet
      • Apr 2007
      • 6883

      #3
      I have only one question: why?

      Presumably it's not much more complicated than updating* main-c64.c, utils.c, init1.c, angband.h, and the makefile, but still...

      * PS: (as you requested help) when doing a port, these are the files that generally need to be modified.

      Comment

      • takkaria
        Veteran
        • Apr 2007
        • 1951

        #4
        Originally posted by Pete Mack
        I have only one question: why?

        Presumably it's not much more complicated than updating* main-c64.c, utils.c, init1.c, angband.h, and the makefile, but still...

        * PS: (as you requested help) when doing a port, these are the files that generally need to be modified.
        Angband/64 isn't a port to the commodore 64, but a variant in its own right.
        takkaria whispers something about options. -more-

        Comment

        • PaulBlay
          Knight
          • Jan 2009
          • 657

          #5
          Originally posted by takkaria
          Angband/64 isn't a port to the commodore 64, but a variant in its own right.
          Correct, which is why it has an entry near the top of the Oook Angband Variants list.
          Currently turning (Angband) Japanese.

          Comment

          • PaulBlay
            Knight
            • Jan 2009
            • 657

            #6
            If anybody's interested, here's a brief progress statement.

            I'm just getting a grip on how much stuff I'll be including in the alpha release (and how much work it will be ;-).

            I currently have 39 open tickets (6 for alpha release) and 7 closed tickets. I'm sure there will be a few more tickets opened before the alpha release is out.

            See SourceForge site for specifics.
            Currently turning (Angband) Japanese.

            Comment

            • Arendil
              Apprentice
              • Jun 2007
              • 78

              #7
              Hmm. Looking at this thread I feel like dinosaur. I actually played Angband/64 some years ago, but it seems I'm dying breed. Trying hard to remember what features it has, I think there were huge levels - many times larger than in Vanilla, levels within levels, few interesting races, extra bonuses while creating characters at the expense of slower leveling...and here my memory fails.

              Anyway, huge levels - bad idea. Endless search for a stairs down gets boring quick. Towers and whatnot within levels - cool, but stairs leading to them were impossible to tell apart from stairs leading to another level, so it needs better implementation. Extra races and bonuses were great.

              So, that would be my - rather insignificant - two cents.
              Ah, and yes, Angband/64 had one of the best manuals in a roguelike world.

              Cheers.

              Comment

              • PaulBlay
                Knight
                • Jan 2009
                • 657

                #8
                Originally posted by Arendil
                Hmm. Looking at this thread I feel like dinosaur. I actually played Angband/64 some years ago, but it seems I'm dying breed. Trying hard to remember what features it has, I think there were huge levels - many times larger than in Vanilla, levels within levels, few interesting races, extra bonuses while creating characters at the expense of slower leveling...and here my memory fails.

                Anyway, huge levels - bad idea. Endless search for a stairs down gets boring quick. Towers and whatnot within levels - cool, but stairs leading to them were impossible to tell apart from stairs leading to another level, so it needs better implementation. Extra races and bonuses were great.

                So, that would be my - rather insignificant - two cents.
                Ah, and yes, Angband/64 had one of the best manuals in a roguelike world.
                Cheers for the feedback.

                'Huge levels' and areas within areas will be one of the very last things to get implemented. I might put in a birth option to turn them off (assuming I can get them working in the first place ).

                In general, though, I plan to recreate Angband/64 rather than trying to change it. If anybody wants to change it they'll be welcome to take over from me at that point.
                Currently turning (Angband) Japanese.

                Comment

                • Magnate
                  Angband Devteam member
                  • May 2007
                  • 5110

                  #9
                  Originally posted by takkaria
                  Angband/64 isn't a port to the commodore 64, but a variant in its own right.
                  But what a fabulous idea!
                  "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                  Comment

                  • PaulBlay
                    Knight
                    • Jan 2009
                    • 657

                    #10
                    Originally posted by Magnate
                    But what a fabulous idea!
                    Angband/64 does support the Amiga. Angband/65 might support Amiga (emulators), but only if I get as far as the beta version without incident.

                    Current progress(?) is 41 open tickets, 9 closed.

                    Anybody is welcome to comment on tickets or take on any I haven't assigned to me and submit patches. Some of them should be a walkover for anybody who's familiar with Angband code.
                    Currently turning (Angband) Japanese.

                    Comment

                    • PaulBlay
                      Knight
                      • Jan 2009
                      • 657

                      #11
                      Now 61 open tickets, 11 closed.

                      It isn't quite as bad as it sounds though, I've made a fair bit of progress on quite a few of the tasks I'm trying to get done for the first alpha release.
                      Currently turning (Angband) Japanese.

                      Comment

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