All ideas tagged "new glyph"

#4288

 · 
vanilla

Allow for gas clouds of different types (confusion gas, hallucination gas, etc) by passing an additional argument to create_gas_cloud.

#4206

 · 
vanilla

In an effort to reduce the number of low-importance y/n confirmation prompts in the game, make applying a lock pick or key scan the hero’s inventory, the floor underneath them, and 8 surrounding spaces for doors or containers that the tool can be used on. If there is only one such thing, automatically use the tool on that thing without prompting. If there are multiple, either prompt for each one in sequence or offer a menu of things to use the tool on.

This has a problem in that heroes may end up accidentally locking doors they want to go through. The problem may not be that important, since they can just unlock it again. Another suggestion is to make the map symbol for a locked door different from an unlocked one.

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.

Ideas to change terrain symbols to reduce overcrowding of the # symbol:

  • Iron bars and fences render as cyan or brown wall glyphs.
  • Sinks render as white or blue \.
  • Closed drawbridges render as some color of + which is not used by many spellbooks - perhaps red or orange.
  • Corridors could be moved to a period glyph but this would probably be very unpopular and make levels look a lot worse.
  • Trees could be green +, or possibly green \ to avoid spellbook confusion.
  • Clouds could set the background color of a space and not change the foreground color, and could possibly be rendered with a blank space character, but this would probably have issues on non-color terminals.

#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