Author Topic: Larn suggestions for new release  (Read 704 times)

Gibbon

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Larn suggestions for new release
« on: July 25, 2016, 09:08:33 AM »
So I'm putting this here because really it's for players 'not' developers  ;D

I'm getting ready for a new Larn Release (14.0), but I'd like some community feedback on 'what' stuff you'd like to see (for those that play it).  For those who don't have a github account to comment on the enhancement: https://github.com/atsb/RL_M/issues/26 I'll provide the same list below:

    1. Limited Colour Support - Menu, Text, Player and Keyword colouring.
    Which colours would you like to see? Which ones would be the nicest to look at?

    2. Enhancements to support increased modding capability - Right now, you really have to  recompile to change anything. What would you like to have initially available to change without having to recompile? This functionality will be done by embedding Lua (I hate fat embedded languages).

    3. Additional items, spells, monsters etc.. - What would you like to see?

There's no bureaucracy here, if it gets 'yes' enough times or if I like it, it'll go in.

Thanks all!

-Gibbon

Krice

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Re: Larn suggestions for new release
« Reply #1 on: July 25, 2016, 04:36:51 PM »
If you have lack of vision about what to do and you need to ask the players I think you should stop. You are probably doing more harm than good for the game. Although I don't think it matters that much. The original game exists, no one can ruin that.

getter77

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Re: Larn suggestions for new release
« Reply #2 on: July 25, 2016, 05:31:04 PM »
All that immediate comes to mind, as always, is to hit any of the lowest hanging fruit you can from the remains of nLarn---as this project definitely has value in continuing to chase after Larn in an active sense(the whole X and D things are things too, but seemingly now also frozen snapshots in time even if more recently minted ones) much the same as the ongoing Angband adventures.   8)

I mean, Number 2 for instance---it all is worthy to it, but the work must be quite substantial...so whatever is easiest to wrangle makes the most sense to springboard off of.
Brian Emre Jeffears
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Gibbon

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Re: Larn suggestions for new release
« Reply #3 on: July 25, 2016, 07:41:00 PM »
If you have lack of vision about what to do and you need to ask the players I think you should stop. You are probably doing more harm than good for the game. Although I don't think it matters that much. The original game exists, no one can ruin that.

You've probably misunderstood the intention.  I don't like being a shadow in a developer sense, I want to interact with those who play it and get a feeling for what they (the players) want.  Trust me, I have enough material in the backlog to enhance Larn for at least a decade.  But if all I did was 'do what I wanted', it's a little shallow, IMHO.

All that immediate comes to mind, as always, is to hit any of the lowest hanging fruit you can from the remains of nLarn---as this project definitely has value in continuing to chase after Larn in an active sense(the whole X and D things are things too, but seemingly now also frozen snapshots in time even if more recently minted ones) much the same as the ongoing Angband adventures.   8)

I mean, Number 2 for instance---it all is worthy to it, but the work must be quite substantial...so whatever is easiest to wrangle makes the most sense to springboard off of.

I've taken a look at some of the things that could fit into Larn without ruining it.  It isn't so much work, it's inventory system is nice and I'm thinking of re-coding it like this, much more intuitive I think.

Vanguard

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Re: Larn suggestions for new release
« Reply #4 on: July 28, 2016, 08:47:53 PM »
If you do add monsters and stuff, an option to play the original version with all the UI improvements would be nice.