Key | Use | DEBUG |
8 k | Move N | No |
6 l | Move E | No |
2 j | Move S | No |
4 h | Move W | No |
9 u | Move NW | No |
3 n | Move SE | No |
1 b | Move SW | No |
7 y | Move NW | No |
q Q | Quit | No |
space . 5 | Wait | No |
s | Search | No |
< | Go upstairs | No |
> | Go downstairs | No |
C | Player Data | no/yes |
W | Wizard Command Activate one of the follow | yes |
t | Random Teleport | yes |
p | Control creature with puppetry | yes |
P | Release Creature from puppetry | yes |
(30Jan00) Some bugs fixed, code cleaned and features implemented.
Now, the curses almost works fine.
When entering a level a bunch of dummy creatures
are generated, levels are saved and loaded from disk instead of maintain all
in memory.
This is a list of the keys that you could use.
Key | Use | DEBUG |
8 k | Move N | No |
6 l | Move E | No |
2 j | Move S | No |
4 h | Move W | No |
9 u | Move NW | No |
3 n | Move SE | No |
1 b | Move SW | No |
7 y | Move NW | No |
q Q | Quit | No |
space . 5 | Wait | No |
s | Search | No |
< | Go upstairs | No |
> | Go downstairs | No |
a | Random Teleport | yes |
C | Player Data | no/yes |
p | Control creature with puppetry | yes |
P | Release Creature from puppetry | yes |
(30Oct99) A long time... I managed to scracth a couple of hours to redesign CnS and changed large parts of the code.
The character generation stuff is not redone (Sorry sometimes I'm too lazy!)
I'll post the code in some hours if anybody is interested but it's mostly crap.
(6Jun99) First draft of troll documents here.
The finished the maze generation routines. Check here to see them with a sample output
(24May99) Some HTML bugs fixed in the cave generation file (forgot to put < in HTML code).
(18May99) Some graphical ideas to generate tiles that really show what the player have.
(17May99) Ops, Last time I writed the wrong date, was 13 not 15.
This is an example of the work of my cave generation code. It creates neatly fair and allways connected caves. Just check it using fixed width fonts.
This code is inspired in Linzey Henzel's Dungeon Crawl, but simply add a "natural corridor" between stair (Err. chasm... there is no stair in natural caves).
A sample of the funtions used are here, is written in C and compiled using GNU C compiler.
(13May99) After a disk clean i discovered that i accidentaly deleted the character generation routines and allmost all io stuff ... :-{ But in i'm sure that i will rewrite them in no more than 4 hours.
I have finished the creation of the cave levels, next will be adding of "pregenerated rooms" to dungeon levels Pregenerated rooms will be to add flavour to the game and some feeling of "roleplaying". First will be guard post and throne rooms, next kitchens and bedrooms. This rooms are created simply adding items and features to a normal room or from a template. Just click here to read my ideas for outdoors maps (long)
(08May99)Well the game is not here yet :-(
This is the list of Magical realms.
(23Apr99)In this space you will see in the next weeks how my roguelike game grows.
"Claw and Sword" features a very detailed character creation system, with 7 magic realms (4 elementals and 3 divine), more than 30 skills, 12 types of weapons, 5 races, 4 basic classes and more than 30 subclasses (from halfling slinger to shaman troll). In the first release, you only can create a character (using detailed creation or using templates) This will be released as source code for Linux using curses.(Not very difficult to port).
© 1999 fmunoz@oocities.com