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.