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Message from discussion XCOM-like thin walls in Curses, iteration 2
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zaim...@zaimoni.com  
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 More options May 14, 12:05 am
Newsgroups: rec.games.roguelike.development
From: zaim...@zaimoni.com
Date: Tue, 13 May 2008 21:05:19 -0700 (PDT)
Local: Wed, May 14 2008 12:05 am
Subject: XCOM-like thin walls in Curses, iteration 2
I'm back to visualzing how to display XCOM-like thin walls in a curses
display.  My prior idea (UNICODE, magnify the squares and use box-
drawing along the grid lines) only looked good; it isn't playable on a
24x80 console thanks to a pathetic on-screen view radius of 5.  So
that won't get released.  ["One main() To Rule Them All" is working
out very well emotionally.  Aside from having to convert
destroy_renderer() into an atexit handler to make the game survive the
Close button, it looks like it is going to work as intended.]

My best guess now is to focus on visibility:
* use bolded colors for squares in direct view
* use faded colors for squares not in direct view
* don't bother showing thin-walls directly (they manifest by chopping
off visibility).

This doesn't handle windows inset into walls gracefully, unlike the
UNICODE approach.


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