All ideas tagged "map rendering"

While hallucinating, the entire map (or at least the parts you can see) should be rendered in rainbow colors. If your terminal supports 256-bit color, it uses a very fine-grained rainbow rather than the simple 16 colors.

Add a way to show nearby unseen pets and possibly also peacefuls. Using a warning-like system, they render as green 1-5 (pets) and blue 1-5 (peacefuls) using the same scale as warning does.

Initial idea was to tie this to intrinsic warning or when wearing a blessed ring of warning, but this has flavor problems since warning exists to alert you to threats, which pets and peacefuls aren’t. Plus, a lot of roles get intrinsic warning anyway, and rings don’t generally change behavior based on beatitude. It might be better off coming from some other source.

#3433

 · 
vanilla

Candy bars should be colored something besides brown, since there are already so many brown comestibles. The wrapper color could be anything really, but blue or bright blue might be a good choice since there is currently no food with that color.

#3124

 · 
vanilla

When you hallucinate, you see phantom enemies that aren’t really there. They may or may not appear to move, but don’t actually exist and will disappear if interacted with.

One way to do this could be to make invisible I monster symbols affected by hallucination, and randomly place them around the player when they hallucinate.

#3123

 · 
vanilla

An option that changes all the game’s messages to their hallucinatory counterparts, without requiring the player to be hallucinating, and without affecting the symbols displayed on the map. Messages that mention monsters turn them into fake hallucinatory monsters, but farlook will represent them accurately.

#2521

 · 
vanilla

Make the Vibrating Square a brighter color than purple.

#2445

 · 
vanilla

Change gravestones to display as white instead of gray to help distinguish them from walls.

#2407

 · 
vanilla

Getpos prompts (when you can move the cursor around for things like jumping or centering a stinking cloud) highlight the path from you to your cursor if that’s a meaningful thing for its use. Meaningful uses include jumping (highlight a straight-line path from you to the destination) or _ travel (highlight the path that you would travel along).

Highlighting could possibly be done by changing the glyph shown, but would probably be better off inverting the foreground and background colors.

#2394

 · 
vanilla

Option to invert the colors of liquids, so the dominant color of the character glyph is the liquid color.

#2376

 · 
vanilla

Engravings are visible from a distance, having their own glyph which renders only when there is an engraving on top of “uninteresting” terrain (floor or corridor). In ASCII, they render as a “, or possibly a ~, but their color varies based on what type of engraving it is.

  • Dust engravings: brown
  • Actual engraving (e.g. athame): gray
  • Burnt engraving: black
  • Scrawl of blood: red
  • Graffiti: bright green, bright blue, or bright purple

#2345

 · 
vanilla

The #terrain command shows unexplored spaces as ? marks.

#1923

 · 
vanilla

Recolor the lump of royal jelly to %.

#1920

 · 
vanilla

Detect monsters shows invisible monsters as I (or whatever S_invisible happens to be).

#1588

 · 
vanilla

Cold rays are colored light blue, to be distinct from lightning.

#1581

 · 
vanilla

Dragon scale mail changes the color your character renders as depending on the color of the mail.

New mode for #terrain that hilights spaces you or a pet have stepped on. (There is also popular demand for a NetHack4-like display of this on the regular map.)

#1516

 · 
vanilla

Underline statues to distinguish them from white colored monsters.

#1241

 · 
vanilla

Leashes show on the map so you can tell where a leashed invisible pet is.

#1191

 · 
vanilla

Command that marks a given square with something that’s visible on the map but doesn’t exist in the actual game.

#887

 · 
vanilla

Sinks’ glyphs should be changed to a white {.

#688

 · 
vanilla

Tile that indicates, somehow, that it is suspicious-looking - it might conceal a secret door or something else discoverable, or it might be nothing, but it’s a clearer hint to the player than usual. This would work well in a tiles windowport, but it’s not clear how it could be done in ASCII.

#599

 · 
vanilla

You can engrave on walls or doors. Elbereth on walls or doors doesn’t work. You can read it by standing on the nearest space. Random graffiti, if it generates on a floor square next to a wall or door, may say “Something is written on the wall here.” instead of the floor. Graffiti could render as ~ or something similar.

#580

 · 
vanilla

Change the color of the player’s @ when their HP gets low or decreases sharply.

#561

 · 
vanilla

Add an option to re-enable displaying statues as `, rather than their monster symbol.

#417

 · 
vanilla

Change trap symbols and colors to be more unique: holes should go on their own glyph, level teleporters should be colored bright magenta, trap doors should be colored green.

#405

 · 
vanilla

Split containers into a dedicated object class, whose symbol is ]. (Mimics can still be ] because the traditional disguise of a mimic is a chest.)

#221

 · 
vanilla

Invisible monsters wearing a mummy wrapping show up as an I (you don’t get to see what they actually are), but an I that moves and doesn’t persist on the map.