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Message from discussion XCOM-like thin walls in Curses, iteration 2
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Nik Coughlin  
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 More options May 14, 3:55 am
Newsgroups: rec.games.roguelike.development
From: "Nik Coughlin" <nrkn....@gmail.com>
Date: Wed, 14 May 2008 19:55:44 +1200
Local: Wed, May 14 2008 3:55 am
Subject: Re: XCOM-like thin walls in Curses, iteration 2

<zaim...@zaimoni.com> wrote in message

news:faad6bc7-93e2-4bb9-bfff-5e372f64d0eb@2g2000hsn.googlegroups.com...

> 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.

Maybe it's not such a good idea but if you seperate off the right hand 24x24
squares you could have a 5x5 magnified preview centered around the player on
the right hand side showing thin walls.  That still leaves you 56x24 squares
for the main view.  Or you could have a key that toggles between magnified
and non-magnified view.  Or maybe (given that most consoles support > 24
lines) you could show the magnified version for the majority that can have
more than 24 lines and use some of your other visibility ideas listed above
just for 24 line mode.  Or a combination of all of the above?

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