Author Topic: Yanotavar, formerly known as Iso-Angband (now at r005)  (Read 16440 times)

Etinarg

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Yanotavar, formerly known as Iso-Angband (now at r005)
« on: May 07, 2013, 01:00:04 PM »
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:


and this:


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.
« Last Edit: June 11, 2013, 12:02:08 PM by getter77 »

Nymphaea

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Re: Yanotavar, formerly known as Iso-Angband
« Reply #1 on: May 07, 2013, 01:36:40 PM »
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

eclectocrat

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Re: Yanotavar, formerly known as Iso-Angband
« Reply #2 on: May 07, 2013, 01:50:51 PM »
Awesome! The Iso-Angband source code has proven really awesomely useful BTW.

Good luck sir!

Etinarg

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Re: Yanotavar, formerly known as Iso-Angband
« Reply #3 on: May 07, 2013, 02:01:57 PM »
@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 ;)
« Last Edit: May 07, 2013, 02:05:16 PM by Hajo »

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Re: Yanotavar, formerly known as Iso-Angband
« Reply #4 on: May 07, 2013, 02:42:32 PM »
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).

Slash

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Re: Yanotavar, formerly known as Iso-Angband
« Reply #5 on: May 07, 2013, 04:38:57 PM »
Legends foretold the return of ancient Hajo :)

requerent

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Re: Yanotavar, formerly known as Iso-Angband
« Reply #6 on: May 07, 2013, 07:48:52 PM »
Ahh... the texture for the top of the walls isn't tiled >_<.

getter77

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Re: Yanotavar, formerly known as Iso-Angband (now at r001)
« Reply #7 on: May 08, 2013, 03:11:13 AM »
Always nice indeed to see projects come back to life mutated or otherwise, nice work Hajo!   8)
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Krice

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Re: Yanotavar, formerly known as Iso-Angband (now at r001)
« Reply #8 on: May 08, 2013, 03:53:01 PM »
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.

AgingMinotaur

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Re: Yanotavar, formerly known as Iso-Angband (now at r001)
« Reply #9 on: May 08, 2013, 07:10:27 PM »
The screen shots look slick. Thirded cheers for Hajo's return.

As always,
Minotauros
This matir, as laborintus, Dedalus hous, hath many halkes and hurnes ... wyndynges and wrynkelynges.

Etinarg

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Re: Yanotavar, formerly known as Iso-Angband (now at r001)
« Reply #10 on: May 08, 2013, 08:04:46 PM »
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:


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/

Krice

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Re: Yanotavar, formerly known as Iso-Angband (now at r001)
« Reply #11 on: May 09, 2013, 08:28:49 AM »
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?

Etinarg

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Re: Yanotavar, formerly known as Iso-Angband (now at r002)
« Reply #12 on: May 09, 2013, 11:21:39 AM »
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).

Etinarg

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Re: Yanotavar, formerly known as Iso-Angband (now at r002)
« Reply #13 on: May 09, 2013, 04:07:57 PM »
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




Download, Windows version (5mb):
http://sourceforge.net/projects/yanotavar/files/r003/

Known problems:

- Scrawny cat graphics don't show, just the shadow

Nymphaea

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Re: Yanotavar, formerly known as Iso-Angband (now at r002)
« Reply #14 on: May 09, 2013, 10:20:13 PM »
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)