ix222 (03/29/83)
Things i'd like to see in upcoming versions of Rogue, in approximate order of apparent implementability, are: (1) new teleport scroll, teleports rogue BETWEEN levels of the dungeon, always dowardsly, say from 0-5 levels. this would be highly useful beneath level 16 to the guy who just wants to grab the amulet and get the heck out for once in his life, while remaining highly dangerous to the level 6 rogue with 40 HP who teleports into troll territory. (2) some way to learn a little about an object on the ground w/o picking it up and adding it to the pack. as things now stand, a rogue with a full pack must drop an item to examine a potion that has already been identified as aggravate stomach. after dropping this and stepping back the rogue has wasted a total of four moves, while the rogue with room in his pack will have wasted zero. the rogue with the full pack should not be thus disadvantaged. (3) flooded rooms in which the effective speed of the rogue would be halved, but not the speed of the monsters who have ducks for cousins or who have adapted. (this would also provide the excuse for a new spell, the Giant Hairdryer spell.) water should not be strange to the underground, or at least so it appears after a few beers. it's fun being barbarous, steve serocki {decvax philabs};sdcsvax;sdccsu3;ix222
nomi (03/30/83)
I think it would be neat if someone wrote a graphics version of rogue to run on the blit or other graphics terminals. Nomi Harris rabbit!nomi
grw (03/30/83)
I like the fall-down-level scroll idea. I have already implemented your second idea (telling you what an object is even though your pack is full), on my version of rogue. I think your third idea is just plain silly in it's current incarnation. -Glenn
ee163ht (03/31/83)
It would be nice if rogue could keep a score file in your own account of your own best scores, just for your own information.... Allyn Fratkin UC San Diego