Hello all,
I've written a blog post on what I'm planning to do with Angband in terms of user interface by the time Angband 4 rolls around. You might want to read it here, but the main point I would like feedback on is the direction of the game user interface:
It would be good to know before any of the above kicks off in a serious way: would you want to play a game that had more graphical touches than the game does at present? Would it put you off? What would you like changed? Where do you want to see Angband's interface go—or would you rather it stay right where it is?
I've written a blog post on what I'm planning to do with Angband in terms of user interface by the time Angband 4 rolls around. You might want to read it here, but the main point I would like feedback on is the direction of the game user interface:
I want there to be two user interfaces: a "classic" terminal-emulator style UI and a graphical interface which is usable with both mouse and keyboard.
For the graphical interface, I have no intention of dropping ASCII as the default display mode, but I think there's a lot of things that can be done that break away from displaying everything on a rectangular grid which would make the game more playable: borders around menus, better animated spell effects, better tiles, zoomable maps, variable-width fonts for monster/object descriptions, etc–quite like what the amazing ToME 4 is doing, I guess.
Angband 4 will be as incompatible with existing variant code as Ben Harrison's Angband was to the variants that came before it. There will be pretty much no easy way to port code across from V4 to variants because of how deep the display assumptions in the code are. This makes me sad, but sometimes good things are painful to go through.
Why do I want these things? Well, if we want convincing handheld ports (and I do), at some point the game logic has to be decoupled from its display. The approach outlined above could result in extremely playable Android or iPhone ports, without worrying about virtual keyboards, and making use of native UI on those devices (without adding a load of hacks into the game proper).
It will also be more user-friendly, easier on the eyes, and more newbie-friendly, all of which I rank highly for the game's survival.
For the graphical interface, I have no intention of dropping ASCII as the default display mode, but I think there's a lot of things that can be done that break away from displaying everything on a rectangular grid which would make the game more playable: borders around menus, better animated spell effects, better tiles, zoomable maps, variable-width fonts for monster/object descriptions, etc–quite like what the amazing ToME 4 is doing, I guess.
Angband 4 will be as incompatible with existing variant code as Ben Harrison's Angband was to the variants that came before it. There will be pretty much no easy way to port code across from V4 to variants because of how deep the display assumptions in the code are. This makes me sad, but sometimes good things are painful to go through.
Why do I want these things? Well, if we want convincing handheld ports (and I do), at some point the game logic has to be decoupled from its display. The approach outlined above could result in extremely playable Android or iPhone ports, without worrying about virtual keyboards, and making use of native UI on those devices (without adding a load of hacks into the game proper).
It will also be more user-friendly, easier on the eyes, and more newbie-friendly, all of which I rank highly for the game's survival.
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