#ZMAngband #traditionalroguelike #variant #turnbasedrpg #roguelikedev
Oh man, something nice' s a-cooking. I think I'm getting more and more familiar with the Ancestral Zangband Code, it's like deciphering neolitic cave art, gives me the jeebies but I like it. Btw, installing #VSCode was a bright idea, was NOT expecting it to be so good when used along with #Vim .
Next update is so dear to me that might as well advance a whole number.
I will *not* update to 0.9 because that will be when I can figure out how to make the room generation code to use more than one source of elements. Well, or at least that's the goal. But I will change the serial marker to capital, bc I have been doing that when a patch in the version's history, integrated a significant step forward to the Primordial goals of my Variant: Immersion, Atmosphere, Roeplaying and Fun.
#ZMAngband #roguelikedev After some tinkering, I'm positive the multiple floor thing is a no-no. Ok. in the meanwhile, I think I might have found a way to get those extra ranged attacks for monsters to work. Right now there is no issues in the code but they just don't get displayed. If I can get them to properly work, that could be 0.8 -> 0.9.
Anyway. Next 0.8C is getting close to a final stage. Tests runs are turning out immersive and a perfect amount of feelings from the Dungeon.