1 Got corpses dropping. It properly displays a red star instead of a black percent when
there are two corpses on a tile, which looks like a gib pool but it just a generic
mechanism to indicate multiple objects in one place.
2 Added simulated light falloff from an imaginary torch the player is carrying. It makes
zero difference to gameplay but it looks nicer than flat colour. I think, at least.
3 Big Problems: I was intending to empty my listbox control and add each item and mob
found when calculating FOV once per turn, to make a nice little “stuff visible” area.
This turns out to be very time consuming, making the game very sluggish. Thinking…
4 Turned out I was emptying and filling the info box once per cell, not per turn,
(i’m a chakabops) so info box now fills and displays. It’s a good way of noticing a mob
has appeared in your “other” window.
5 Fixed all three remaining bugs on the message log. If I’d had time to test my textual
user interface more before 7drl I wouldn’t have had to, but I was writing it right up to
6 You can now pick things up. I was going to make a little window so you could choose what
to pickup but it has to appear on both sides at the same time and the way I really
separated the two virtual games makes it too hard to put this in at the moment, so I
settled for “space attempts to pick up the first thing that is not utterly useless”.
(Corpses are utterly useless)
7 Added some vendortrash items to the dungeon to the dungeon to test picking stuff up
8 Added Inventory screen and clicking header tab buttons swaps views. Some bugs though. Now
9 Fiddled with Pango Text User Interface engine again, this time to allow me to change
the colour of buttons so I can indicate which mode is in effect in your little info box
to the right of the map.
10. Added level up screen. Not quite done yet.