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Succumbing to the Inevitable

Succumbing to the Inevitable. Angband development, introspection and whatever. Wednesday, November 23, 2011. Now some variants (Sangband is the first one I was aware of) have made traps into a distinct layer; I have stolen this for FAangband (and Beleriand. In this system, traps are no longer terrain, but separate things which can exist in certain types of terrain, and interact with the player and/or monsters. In fact, I have also made runes and spider webs part of this layer. This should be fun. New pla...

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Succumbing to the Inevitable | succumbing.blogspot.com Reviews
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Succumbing to the Inevitable. Angband development, introspection and whatever. Wednesday, November 23, 2011. Now some variants (Sangband is the first one I was aware of) have made traps into a distinct layer; I have stolen this for FAangband (and Beleriand. In this system, traps are no longer terrain, but separate things which can exist in certain types of terrain, and interact with the player and/or monsters. In fact, I have also made runes and spider webs part of this layer. This should be fun. New pla...
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1 the fifth layer
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4 no comments
5 to do list
6 2 new wilderness
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Succumbing to the Inevitable | succumbing.blogspot.com Reviews

https://succumbing.blogspot.com

Succumbing to the Inevitable. Angband development, introspection and whatever. Wednesday, November 23, 2011. Now some variants (Sangband is the first one I was aware of) have made traps into a distinct layer; I have stolen this for FAangband (and Beleriand. In this system, traps are no longer terrain, but separate things which can exist in certain types of terrain, and interact with the player and/or monsters. In fact, I have also made runes and spider webs part of this layer. This should be fun. New pla...

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succumbing.blogspot.com succumbing.blogspot.com
1

Succumbing to the Inevitable: February 2011

http://succumbing.blogspot.com/2011_02_01_archive.html

Succumbing to the Inevitable. Angband development, introspection and whatever. Sunday, February 27, 2011. Fourish weeks into the process of moving FA to V codebase. It's a long process but that's because of the phenomenal. Amount of work done by the dev team in cleaning up code, facilitating new changes, etc. The biggest advantage I'm seeing is that it becomes easier to tweak gameplay without breaking everything - which means that game balance becomes easier to achieve in the long run. That was OK, and t...

2

Succumbing to the Inevitable: The Fifth Layer

http://succumbing.blogspot.com/2011/11/fifth-layer.html

Succumbing to the Inevitable. Angband development, introspection and whatever. Wednesday, November 23, 2011. Now some variants (Sangband is the first one I was aware of) have made traps into a distinct layer; I have stolen this for FAangband (and Beleriand. In this system, traps are no longer terrain, but separate things which can exist in certain types of terrain, and interact with the player and/or monsters. In fact, I have also made runes and spider webs part of this layer. This should be fun.

3

Succumbing to the Inevitable: AngbandBase

http://succumbing.blogspot.com/2010/07/angbandbase.html

Succumbing to the Inevitable. Angband development, introspection and whatever. Sunday, July 25, 2010. So, the Angband Variant Project has taken a bit more shape, with a code repository (edit 5/12/10: now moved here. Anyone interested is welcome to help; just get a github account. And I'll add you as a collaborator. As I see it, the two big advantages are easier UI maintenance, and portability to more platforms for everyone; the main disadvantage is just getting it organised and keeping it organised.

4

Succumbing to the Inevitable: November 2011

http://succumbing.blogspot.com/2011_11_01_archive.html

Succumbing to the Inevitable. Angband development, introspection and whatever. Wednesday, November 23, 2011. Now some variants (Sangband is the first one I was aware of) have made traps into a distinct layer; I have stolen this for FAangband (and Beleriand. In this system, traps are no longer terrain, but separate things which can exist in certain types of terrain, and interact with the player and/or monsters. In fact, I have also made runes and spider webs part of this layer. This should be fun.

5

Succumbing to the Inevitable: I <3 angband-dev

http://succumbing.blogspot.com/2011/02/i-angband-dev.html

Succumbing to the Inevitable. Angband development, introspection and whatever. Sunday, February 27, 2011. Fourish weeks into the process of moving FA to V codebase. It's a long process but that's because of the phenomenal. Amount of work done by the dev team in cleaning up code, facilitating new changes, etc. The biggest advantage I'm seeing is that it becomes easier to tweak gameplay without breaking everything - which means that game balance becomes easier to achieve in the long run.

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Angband Dev Blog: So many flags, so little time ...

http://angband-dev.blogspot.com/2011/03/so-i-finally-managed-to-refactor.html

Thursday, 24 March 2011. So many flags, so little time . So I finally managed to refactor monster spells into a data table. It taught me a lot. As takkaria notes in the first. Post, the thinking in the original code is not always easy to divine, as. Layer upon layer of change over the years either obscures it or. Undermines it (if it was there in the first place). What we had was half the spells being resolved in monster2.c (the. Non-projectable ones), and the other half being resolved by the. In-game me...

angband-dev.blogspot.com angband-dev.blogspot.com

Angband Dev Blog: April 2012

http://angband-dev.blogspot.com/2012_04_01_archive.html

Wednesday, 11 April 2012. Thoughts on the current state of 3.4 gameplay. The following are my thoughts on the current state of 3.4 gameplay. Overall the game is good. There have been many quiet improvements in this version and there aren't really any showstoppers. I think a release candidate at the end of May is certainly possible. I'll outline the rest of the post as follows:. What gameplay improvements have been made. Changes that still need to be made. 1 The current improvements/changes in 3.4. There ...

angband-dev.blogspot.com angband-dev.blogspot.com

Angband Dev Blog: January 2011

http://angband-dev.blogspot.com/2011_01_01_archive.html

Friday, 14 January 2011. 307s to 3.2: what next? Today I read Nick. S post which links to a 2006 thread on the Death of Angband, which happened around the same time as I released 3.0.7s1, a version of 3.0.6 that included squelch and some minor UI tweaks. That's four years. I didn't think back then that in 2011 I would still be here, but I'm quite happy that I am. :). I was part of the email conversations that took place when Robert announced he was searching for a new maintainer, and as I recall, the ide...

angband-dev.blogspot.com angband-dev.blogspot.com

Angband Dev Blog: March 2011

http://angband-dev.blogspot.com/2011_03_01_archive.html

Thursday, 24 March 2011. So many flags, so little time . So I finally managed to refactor monster spells into a data table. It taught me a lot. As takkaria notes in the first. Post, the thinking in the original code is not always easy to divine, as. Layer upon layer of change over the years either obscures it or. Undermines it (if it was there in the first place). What we had was half the spells being resolved in monster2.c (the. Non-projectable ones), and the other half being resolved by the. In-game me...

angband-dev.blogspot.com angband-dev.blogspot.com

Angband Dev Blog: November 2011

http://angband-dev.blogspot.com/2011_11_01_archive.html

Saturday, 5 November 2011. Core-UI split: user input. A lump of slate. At the moment, there is a game command. This picture is complicated a bit by the presence of macros. At the moment, macros are implemented at the UI level as a queue of keypresses. So there are two queues operating at once - one command queue and one keypress queue (actually, there are three queues - the terminal code keeps another keypress queue). To illustrate, say we have a macro P:. Core: Queue is empty - ask UI for keypress.

angband-dev.blogspot.com angband-dev.blogspot.com

Angband Dev Blog: September 2012

http://angband-dev.blogspot.com/2012_09_01_archive.html

Thursday, 20 September 2012. I have some ideas for a few relatively far-reaching changes. The big question is whether they are radical enough that they warrant a fork (of V or v4) or whether inclusion in v4 is reasonable. To begin with I want to motivate the problems I'm trying to solve. 2) Unique monsters are too strong. They can rarely be handled at depth. 2a) There is not enough incentive from dealing with uniques, particularly late game uniques. 4) Monster summoning is too powerful. If two Great ...

angband-dev.blogspot.com angband-dev.blogspot.com

Angband Dev Blog: In Honour of Ben Harrison

http://angband-dev.blogspot.com/2011/12/in-honour-of-ben-harrison.html

Thursday, 15 December 2011. In Honour of Ben Harrison. I present to you the "blog" of "unnecessary" quotation marks. 15 December 2011 at 19:24. Subscribe to: Post Comments (Atom). In Honour of Ben Harrison. Awesome Inc. template. Powered by Blogger.

angband-dev.blogspot.com angband-dev.blogspot.com

Angband Dev Blog: Core-UI split: user input

http://angband-dev.blogspot.com/2011/11/core-ui-split-user-input.html

Saturday, 5 November 2011. Core-UI split: user input. A lump of slate. At the moment, there is a game command. This picture is complicated a bit by the presence of macros. At the moment, macros are implemented at the UI level as a queue of keypresses. So there are two queues operating at once - one command queue and one keypress queue (actually, there are three queues - the terminal code keeps another keypress queue). To illustrate, say we have a macro P:. Core: Queue is empty - ask UI for keypress.

angband-dev.blogspot.com angband-dev.blogspot.com

Angband Dev Blog: Some thoughts on the Angband economy

http://angband-dev.blogspot.com/2011/08/some-thoughts-on-angband-economy.html

Wednesday, 17 August 2011. Some thoughts on the Angband economy. I have just been reading a book called Debt by the anthropologist David Graeber - it's a fascinating book, examining in some depth the forms that states, markets, money, credit and debt have existed in. This has prompted me to ask some questions of Angband's economy, some of which I am sure are entirely superfluous and others which might prompt some useful, gameplay-improving answers. Their needs as troops (food, water, weapons, armour) wil...

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Succumbed to Poetry

Sunday, 28 November 2010. Women For the Men. Here's a little comic poem on one of man's great obsessions - even if they deny it! To clasp a silken-textured breast. Is nothing but a daily quest. We wonder of the fulsome fare. Her bra undone might bring to bear –. Disclosing all for us to stare. For hours on end upon the pair of. A bleak affair;. And why we still survive! Sunday, 7 November 2010. A tortuous path of neurons arced a call: ‘Awake! I did; in rising, peering, stretching, bearing,. To go to work.

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Succumbing to the Inevitable

Succumbing to the Inevitable. Angband development, introspection and whatever. Wednesday, November 23, 2011. Now some variants (Sangband is the first one I was aware of) have made traps into a distinct layer; I have stolen this for FAangband (and Beleriand. In this system, traps are no longer terrain, but separate things which can exist in certain types of terrain, and interact with the player and/or monsters. In fact, I have also made runes and spider webs part of this layer. This should be fun. New pla...

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