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Recently a PM from this forum woke me up, and renewed my interest in Iso-Angband. But after the long break, isometric display didn't seem to be so appropriate anymore, and the name of Iso-Angband didn't fit any longer, so I continued the idea under the new name of Yanotavar which actually just means Yet Another Angband variant. Well, at the moment it's just a display frontend.
I've set up a Sourceforge project for it, to prevent loss of code and screenshots a third time:
http://sourceforge.net/projects/yanotavar/
The project goals are much the same which I had before, just without the requirement of using an isometric display:
- World representation by (symbolic abstract) shape+color combinations
- Depth illusion by stacked graphics
The idea is close to traditional text mode, where colored ASCII symbols are used to display the game's world, just that I want to replace the ASCII symbols by shapes which resemble the shape of the represented objects. (Aka change "nonsymbolic abstraction" to "symbolic abstraction"). I want to keep it quite abstract, and "realistic" graphics are not a primary goal (although I have to admit, the screenshot below isn't looking very abstract - monsters and items will be outlined shapes though, and much less detailed that the rooms and walls). "Good looking" is a goal though, whatever this means ;)
To give the illusion of depth, these shapes will partially overlap. This also allows to condense the map display in one direction, offering more information in the same space.
At the moment the map display looks like this:
(http://yanotavar.sourceforge.net/screens/alpha-004_t.png)
Click for full size
(http://yanotavar.sourceforge.net/screens/alpha-004.png)
and this:
(http://yanotavar.sourceforge.net/screens/alpha-006_t.jpg)
Click for full size
(http://yanotavar.sourceforge.net/screens/alpha-006.png)
There are a lot of graphics missing, at the time being replaced by huge hovering letters (they are left from Iso-Angband and not aligned for the new floor tiles), but I have put together a first preview release to try:
Download, Windows version (5mb):
http://sourceforge.net/projects/yanotavar/files/r001/
It should compile for Linux too, but I haven't tried that yet. I'd think it's enough to cd into "src" directory and type "make". You'll need developer versions of SDL, libpng and libz installed to compile it.
Due to some implementation quirks, you'll have to use the numpad keys to move, aim, etc. and the arrow keys to navigate in game menus. I hope this won't pose too much hassle.
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Wrong section, sure getter or someone can fix that for you. Also, the image links don't work (you don't need quotes around the link url on this forum, just remove those)
Looks nice, though could use some improvements. by "stacked graphics" I'm assuming you mean similar to what isometric games usually do, stacking tiles to make walls/cliffs. Would be interesting, but be careful with the tops of walls blending with floors on the bottom walls. I'm assuming those graphics are just place holder, as they don't seem to fit your idea, though comments, in the actual sprites try to keep the doors and stairs more in scale with the rest of the dungeon, in those screens they are quite large and don't fit well (look at the stairs in the second image)
Don't have a working windows computer at the moment so can't try it, but good luck, and love the name :P
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Awesome! The Iso-Angband source code has proven really awesomely useful BTW.
Good luck sir!
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@eclectocrat:
Thanks :) It's goodd to know that you could make some use of it.
@Nymphaea:
Thanks for the hint with the screenshots :) I've fixed the links.
With stacked I meant "behind" each other, at least partially, so that the front images actually appear in front of the images behind. The overlap will be small though, so that everything will stay visible.
The walls are low intentionally, also to avoid hiding something important from the players view. It's enough if they can communicate the idea "this is a wall".
The idea of the shapes will show more clearly with monstery and items. The scenery will be less abstract, but I must consistently fight the urge to put in more and more detail. The graphics are not really placeholders, but also not final. Most have been made in a rush, so the quality isn't very high, and there are a lot of details to adjust. But I needed a basic set of graphics to work with, and all the other questions can be handled later. Actually, I have less than 1% of all Angband items and monsters configured as graphics yet, so there really isn't much to see.
Mostly I just wanted to say, after a long break, I want to continue with Iso-Angband, now under the name of Yanovatar. I can't make any promises, this project was dead most of the time, and maybe it will get nowhere. But it's an idea of mine which has been following me since a long time, and maybe some day I can finish it. This is the third incarnation of the project and at the moment it looks promising with fairly clean code and simple-enough graphcis so that I actually have a chance to make it within a lifetime ;)
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Looking forward to seeing this completed! I could never get into iso-angband because of the 45 degree control rotation (civ2-style control makes more sense to me).
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Legends foretold the return of ancient Hajo :)
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Ahh... the texture for the top of the walls isn't tiled >_<.
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Always nice indeed to see projects come back to life mutated or otherwise, nice work Hajo! 8)
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Arrow keys do work, just not how you expect.. left/right move the character up/down and the other way with up/down. You should at least remove arrow key commands if only keypad works. There are some glitches with graphics and I think graphic tile options are not functional, so they should be removed if there is only one tileset.
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The screen shots look slick. Thirded cheers for Hajo's return.
As always,
Minotauros
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Thanks all for the kind words :)
@Krice: The project is just a few days old, nowhere near a polished game. I've taken note of the remarks and will try to remedy at least some of the problems. At the moment I can't remove the arrow keys, because you need them to navigate in game menes. Maybe I can un-bind them as movement commands once I understand the Angband code better.
Since the last release I have added a lot of low level monster graphics, and the town population should be all-graphic now. Also, the wall display got a small improvement:
(http://yanotavar.sourceforge.net/screens/alpha-007_t.jpg)
Click for full size
(http://yanotavar.sourceforge.net/screens/alpha-007.png)
There are still about 95% or more of the item and monster graphics missing, so you will find a lot of letters, too.
Download, Windows version (5mb):
http://sourceforge.net/projects/yanotavar/files/r002/
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Maybe I can un-bind them as movement commands once I understand the Angband code better.
Can't you bind them properly to movement keys?
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At the moment the way Angband internally maps keys to actions is a mystery to me. I assume once I understand how it works, I can bind the keys to the right movement directions. (And vice-versa map the numpad keys to work properly with menus).
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Slowly it begins to looks a bit better.
- Dungeon wall and floor shades are now of the same darkness level
- Torchlight also lights walls yellow (Torch light option is off by default)
- Stairs are now light umber to make them stand out more
- There are more floor variations now
- Removed the "Options" buttons which was mostly meaningless in conjunction with the new display
(http://yanotavar.sourceforge.net/screens/alpha-008_town_t.jpg)
Click for full size
(http://yanotavar.sourceforge.net/screens/alpha-008_town.png)
(http://yanotavar.sourceforge.net/screens/alpha-008_t.jpg)
Click for full size
(http://yanotavar.sourceforge.net/screens/alpha-008.png)
Download, Windows version (5mb):
http://sourceforge.net/projects/yanotavar/files/r003/
Known problems:
- Scrawny cat graphics don't show, just the shadow
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The silhouette sprites are awesome looking, good job. Are you planning to make similar for players, or just sticking with the @?
And suggestion when you get to the varying, maybe modify the town generator to be a bit more interesting? (a circle around the stairs, maybe a river going through the town with bridges over it, trees, etc :P)
Also, how big is that window, and will the top right box be hide-able? On the client I use, I have a lot more windows than that open which don't look like they'd fit :P (stats, inventory, equipment, seen items, seen monsters, monster info)
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That's pretty cool looking.
Does it run fullscreen too?
I noticed the terminal windows. Are they all completely separate windows, or all windows within the main window? (Hope that made sense)
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The silhouette sprites are awesome looking, good job. Are you planning to make similar for players, or just sticking with the @?
Thanks :) I want to keep the @ as a tribute to roguelike tradition. But I want to give it different colors by player class, and I think Angband has some support for that already, but I haven't found out yet how to configure it.
And suggestion when you get to the varying, maybe modify the town generator to be a bit more interesting? (a circle around the stairs, maybe a river going through the town with bridges over it, trees, etc :P)
I want, but I'm not sure of the right way of doing it. I could modify the Angband town generator itself, or I could try to fake some decoration on the display level. I assume some day I'll modify the Angband base code anyways, but at the moment I feel a bit undecided about the right way to do it. A better town is on my list, though.
Also, how big is that window, and will the top right box be hide-able?
The main window is resizeable, so you can adjust it to your needs. You can have up to 8 sub-windows, and in the Angband display options you can choose what information each sub-window will show. The map display will work only in the first sub-window though, the one labeled "Angband". I might supply a smaller font as well, so that the sub-windows can show more information in the same space.
The menu box can't be hidden, but you can drag a terminal window over it and make use of the space (I hope that this actually works correctly).
That's pretty cool looking.
Thanks :)
Does it run fullscreen too?
Yes, you can edit the lib/user/sdlinit.txt file and change the line "fullscreen = 0" to "fullscreen = 1"
I noticed the terminal windows. Are they all completely separate windows, or all windows within the main window?
SDL supports only one real application window. The sub-windows for the terminals can't be displayed outside the main window.
At this point I want to send thanks to the original authors of the main-sdl.c who made the subwindows and all the goodies available. My work is really just some refinement of existing code, and the new map display.
There is a new version out, with some more monster and item graphic configurations, and a reworked menu area, which makes better use of the screenspace:
(http://yanotavar.sourceforge.net/screens/r004_t.jpg)
Click for full size
(http://yanotavar.sourceforge.net/screens/r004.png)
Download, Windows version (5mb):
http://sourceforge.net/projects/yanotavar/files/r004/
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I didn't have much time to test this release, so there is a chance that many things don't work as intented.
Change list (from memory):
- Basic sound support
- Configured a lot more item graphics
- Better cursor support e.g. for the look command
- Some traps are visible right away
Windows version, 3mb:
http://sourceforge.net/projects/yanotavar/files/r005/