angband-dev.blogspot.com
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 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 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 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 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 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 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 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 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...