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YOU_ARE_DEAD, a 1D Roguelike

github.com

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Re: YOU_ARE_DEAD, a 1D Roguelike

#5
My only objection is that it is unfairly hard for people with wide screens. I've made a narrower terminal because I got annoyed with having to play such a long level in order to make attempts at advancing the level (I've done it once by accident but not sure what I did).

EDIT: I've now figured out how to do it. Thinking I'd found all of the special rules I read through the source. There are some real gems in there :).

EDIT2: Huh, it looks like I was overthinking the level-advancing. There is no code for the problem I thought I was solving; I must have imagined it.

Re: YOU_ARE_DEAD, a 1D Roguelike

#7
post #5

My only objection is that it is unfairly hard for people with wide screens. I've made a narrower terminal because I got annoyed with having to play such a long level in order to make attempts at advancing the level (I've done it once by accident but not sure what I did). EDIT: I've now figured out how to do it. Thinking I'd found all of the special rules I read through the source. There are some real gems in there :)…

Really? I read the source and it really is as simple as it looks, although there are some clever optimizations such as SCORE also being used to keep track of your current location.

Re: YOU_ARE_DEAD, a 1D Roguelike

#8
post #4

Take this as the perfect example of how not to document a project.

That's the point. The idea is you have to figure out how to play the game.

  zarel@Serine:~$ ./YOU_ARE_DEAD -h
  KEYS: WASD. YOU ARE DEAD.
The rest is actually pretty easy to figure out.

Re: YOU_ARE_DEAD, a 1D Roguelike

#10
post #9

In OS X (well, Snow Leopard at least), YOU_ARE_DEAD throws an error because `seq` doesn't exist in OS X and brew doesn't have it. This script does the trick: http://www.askdavetaylor.com/step_through_count_numeric_valu...

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