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;ix222nomi (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.
-Glennee163ht (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