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Xs of Y – roguelike that names itself every run. Written in 4kLoC

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Re: Xs of Y – roguelike that names itself every run. Written in 4kLoC

#82
post #76

Not sure how you feel about including sound, but I feel like there needs to be a warning sound that plays when you're low HP, like in Pokemon. I keep dying because I don't realize I'm at low health

Interesting idea... maybe it could send terminal bell or tint the screen red at low health?

Re: Xs of Y – roguelike that names itself every run. Written in 4kLoC

#87

Author here! Thanks for posting! This game is written in a Clojure-like programming language I've made. So this is a (B)rogue-like in a Clojure-like :) What I think is interesting is that this game computes the entire world state each tick and does so efficiently thanks to persistent data structures. To anyone who dared to fire it up: thank you for playing, I'm curious what you think!

I don't think you have specified that "," is used to pick up stuff in the bar below the log.

Re: Xs of Y – roguelike that names itself every run. Written in 4kLoC

#88
post #84
post #72

let's not have q=quit. most rouge games have q=quaff. I mean if people want to quit, they can just refresh or close the tab. At the very least, ask.

And how would you quit the terminal version?

Control-C is the usual for that.

Re: Xs of Y – roguelike that names itself every run. Written in 4kLoC

#90
post #80

Been having fun today trying to work this game out. Questions: 1. How do I learn the magic/rune system? I can inscribe them on weapons & armour. Some are verbs and some are adjectives. I am yet to see obvious effects (edit: except for 'arc'), so I wonder if they always do things or often do nothing unless specific combinations are used (like subject-verb-object requirements of a sentence or certain weapon/armour+spel…

Thank you for playing!

1/2. There are no docs, in fact, the system is not really fleshed out yet. The core idea is that these runes really stand for lispy threading macro that gets evaluated by the game engine. So for instance `(magic-> fire)` sets the default target (enemy you hit, coordinates you shoot with the bow etc.) of action on fire, `(magic-> (area 2) fire)` is the same but here, the area rune expands the target into a circular zone. `(magic-> (damage 2) self (heal 2))` would damage the target, reset the target to yourself and heal you. The entire world state is chained through these expressions so it should enable some insane spells to be made: travel back in time, swap minds with a door, modify creatures ai etc.

Try looking at the runic weapons you find, they show the spell syntax in the inventory.

3. These are damage ranges.

re gamma, key binds and q: thanks for the feedback, I'll look into improving these.

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