![npp angband npp angband](http://2.bp.blogspot.com/_oo9RORVM6PY/TGlcpF6umfI/AAAAAAAAAek/FjIT9sdJl1w/S45-s35/mface.gif)
Through the gate, there was a long great tunnel leading to a 'labyrinthine pyramid' of stairs to corridors, tunnels, and smithy chambers. Before the Great Gate, there was a somber court area flanked by frightening cliffs and walled by the towers of a great battlement. And if you have no way to get the game running yourself, you can always just telnet to alt.org and play it there.Map of Hithlum and the Northern Lands by Karen Wynn Fonstad from The Atlas of Middle-earthĪngband was a primarily subterranean stronghold under the three volcanic mountains of Thangorodrim, the largest mountains in Middle-earth. Mobile versions of the game also exist ( Android, WP, iOS), altough those are usually ported by third parties.
#Npp angband windows
Official ports exist for Windows (XP and up), various UNIX systems (including Linux and OS X), DOS, fucking Amiga and so on and so forth.
![npp angband npp angband](http://www.oook.cz/screenshots/ikaros-gnome.png)
You die.īut even despite the difficulty, the game's really fun (and actually fair), even if it takes a LOT of practice. Move onto another square without checking it first? A rock falls on your head. Find food, and eat it without checking? You get poisoned and die. Drink water from a fountain at a low level? You summon a water demon and die. The game is turn-based and requires careful planning and strategy, and not rash actions. Essentially, every game consists of going through a randomly generated dungeon, finding equipment and fighting monsters, all to find an "Amulet of Yendor" which your god wants for some reason. It's a roguelike (infact, it's the roguelike, it's a direct descendant of Rogue). If you don't mind non-existent graphics and insane difficulty, definitely give Nethack a go. The captions in that imgur album explain what I mean a little more. Here's kind of an example of what I mean, with the way I have my UI customized in FFXIV. At the very least, having additional movable/dockable translucent hotbars would be an enormous addition. Especially on mobile ofc, but there might be some value to this on desktop too. After playing with some nethack on mobile UI honestly I can probably deal with anything at this point ? But some sort of gesture or fancy hotbar system, rather than a traditional column of buttons, would definitely be good for Tome.
#Npp angband how to
I have 0 clue how to fix this or even improve it, but it can be hard even for a reasonably experienced player to pick out the most important information out of a tooltip at a quick glance.Īs you can guess, for me the issue is more clarity/organization of information than it is number of buttons or actions. So some of the biggest information QoL's I add to the game are Turn seperators for extra clarity in the log and Improved combat text so I can see who is doing what in 'real-time.' Here is a screenshot of my floaty text settings so you might get an idea of what I would look for.įinally, I think tooltips on items and monsters are a point of pain. The main outstanding things for me are how accessible information is during combat - especially when multiple enemies are on-screen or when new enemies show up during combat, things tend to happen quickly and I'm left scratching my head trying to figure out why I just died.
#Npp angband professional
I'm not a professional UX designer, so I won't pretend to know all the answers or even all the issues. (Obligatory backpedaling in front of the dev himself, but me saying it was "bad" sounds a bit stronger than I really feel lol.) I've actually never played on anything other than mobile so if you have any specific questions, let me know but I recommend that you just try it. The best part is that my phone recognizes the text boxes as entry fields so the engraving menu has a built in button for Elbereth. (Carvings, enemies, hunger, etc.) Throwing, firing, or zapping will bring up a "what direction do you want to throw" box that has buttons positioned something like a num-pad. Dragging the screen before tapping will cause your character to move along the shortest distance to the square that you tapped, stopping if any system text is displayed. Tapping in a principal direction will cause your character to move 1 square in that direction. When I type "q" or tap "Quaff" (label it "drink" if you prefer) then a list comes up titled "What would you like to drink" where each drinkable item in your inventory or on your current square is shown with it's appropriate tile and you can tap any item. I have a button beside it labelled "search10" and when I press it, it executes "n10s". For example, I have a button labelled "search" and when I tap it, it executes "s". You can bring up a keyboard at any time and map shortcuts to buttons on a small scrolling bar at the bottom of the screen.