goblinhack - a 2d smooth scrolling ascii dungeon romp
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Welcome to GoblinHack 1.19. This version adds:
Ineresting changes, monsters, rule changes and stuff:
Fire/cold/... proofing now percentage based Differentiate between proofing negative damage monsters, like fire Fire proofing and other proofings were not fully working 2.5D walls for some levels Auto rage now at 1/3 HP Power-up descriptions clarified Insulting monsters Fractal landscapes Deep and Dwarve Lords Enter vs exit on level 1 Trolls have fewer fate points Return exits take longer to appear Self teleport screen shake lessened No shield protection on teleport attacks Named things have fewer extra fate points No bravery for killing moving walls or lava pits No negative damage attacks from lava when fire retardant Power up to increase you base health. Using monsters led to an odd message... Suffocation attacks. Summon monster takes into account uniqueness of monster. Cursed spell of lightness was not working. Added cursed spell of zippiness. Tutorial level Monsters will go slower, you too, when heavily injured Fate points only recover half of your health each time used and this decreases for subsequent uses. Base health powerups, helps with fate point usage.
Boring changes, but usually essential:
Screen dump option was not saving filenames with .gz that led to folks thinking it was corrupt. Compiz full screen mode fix, xnuer works Configuration menu Quit confirm option. Q for hard quit Start menu shortcut fixed make install fixed Binary updater will only retry randomly not every time Hiscore table format tidy up
Press space/cursor keys to navigate this help. Escape/q to quit.
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Goblin Hack is an ASCII, SDL + opengl based game. It opts for terrible
graphics and no sound to give a nice simple game that should appeal to
kids and adults alike.
Think NetHack, but faster and with fewer keys; and worse graphics ;)
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You want to add more monsters/treasure/etc...? It's best to look at examples.
e.g. look at
src/resources/things/monst/ghost/1 "sneaky ghost" render_depth=3 does_stuff score=1 strength=1 stamina=100 intelligence=1 weight=1 health=50 loves_night loves_full_moon loves_midnight loves_halloween karma=-12 bite_damage=1 bite_delay_in_tenths=0 bite_chance=50 metabolism=70 can_see_distance=7 is_monst loves_void only_in_dungeons is_explorer is_movable is_destroyable is_undead fate=1 attacks=[ "hero" ] attack_chance=[ 90 ] appearing_chance=[ 10 20 30 40 50 40 30 20 ] explosion_type="explosion/harmless" look_delay_in_tenths=5 is_transparent opacity=80
this is the definition file that gives the monst its attributes. There
are many attributes. For a full list, look at src/include/gh_thing.h.
Most things in there can be specified. Now look at the 'graphics' file:
and this is the ascii file. It's arranged in sections. First section
is the graphics, next the foreground colors and then background. Anim
frames follow sideways.
#################################################### all normal #################################################### +-----+-----+ | .-. | .-. | || oo|||OO || || ||| || || ||| || |'^^ '|' ^^'| # foreground # -Black w-white r-red g-blue y-yellow b-blue p-pink c-cyan # _-gray W-snow o-orange G-lime Y-ltyellow B-ltblue P-purple C-ltcyan # D - dark blue O-ltorange # 0-9 dk-ltgray R-random e-darkblue +-----+-----+ |ppppp|ppppp| |p wwp|pww p| |p p|p p| |p p|p p| |pww p|p wwp| # background +-----+-----+ | | | | | | | | | | | | | | | # can bite mask; the areas that get bitten or bite +-----+-----+ | | | | 111 | 111 | | 111 | 111 | | 111 | 111 | | | | # obstacle mask; the areas we use in collisions with wall-like things +-----+-----+ | | | | 111 | 111 | | 111 | 111 | | 111 | 111 | | | | # can touch mask; where we allow other things to interact with us +-----+-----+ | | | | 111 | 111 | | 111 | 111 | | 111 | 111 | | | | +-----+-----+
After the background section is the bite mask. Any non ' ' char means
this bit bites in collision detections. Next up is for bumping into
walls and the last section is how we interact with requests like 'open'.
Of particular note is the map file in resources/levels/map.
If you add a new monster you need to also add it in here also and map
it to a character - these charaters are often referred to by spells,
e.g. hit all 'g's, where g maps to goblin/1/2...
Other files of note, resources/levels/which to determine what type of level
you see at any given level.
The source code lives in src/ and graphics and config files all live in
This file is src/resources/txt/help.txt. Please add to it 8).
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amulet of unchanging needs to block polymorph auto rage not working angels not responding to very low karma
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mail me at firstname.lastname@example.org
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blindness attacks - but what kind of monster?
slow motion spell, like slow monster, but for all emergency teleport wand recharge traps/click to explode/fire arrows
Too easy to gain complete invulnerability - how about absorption x% even -ve
bravery menu too long - page left/right?
spell dmage depending on karma e.g. holy sword vs vorpal
spell books or spell combos
permanently learn a spell at cost to health/stamina
spells that recharge?
rock tiles when destryed should leave a dust tile perhaps?
cleaners should not eat lava
cleaners should pick up corpses
crash on returning to hell after bonus
no teleport in/out of shops esp for imps
no monst in shops
throwing grenades correlate with strenght
pick up grenade; die
necromancer too weak; need staff weapon
items outside shops; don't mark as thief
instead of thief - slayer?
food restore stamina
rotten meat in dungeon light red chicke leg ? "@>~t"
crossbows can't be destroyed
ghosts bravery 0 - more for hoards?
monst info shows dead ghosts
on use of fate point by monster back off
increase return exit time
shotgun spray fire
shop walls tougher?
spells -> scrolls?
repair weapons in bravery menu?
recharging a wand vs gun should be different price
karma needs working on, too easy to go bad
bravery item to avoid cursed items
how to recharge individual weapons?
hall of fame for survivors
make named things unique
lightning rod from eyes
improve weapon / wand power +1 +2 for those with lots of bravery points
frost bow arrows look odd in diagonals
hot keys start with 0 - not ~
manual to describe ctrl/alt hot keys 0-9
skill -> dex
Your blow damages appears if you destroy something
Poisoning bites armour!?
unpause any key annoying
look into fusion icon for compiz
cursed grrenades stay cursed
screenshot in non ppm
grenades shown with some kind of gun
amulet of fools - drain brain
pause - move to pause/break key use 'p' to pickup
make any monster zombie potential
need blindness attack
spells to cast lava or acid pools?
wish for spells/items based on karma?
add death worm
undercity with zombies?
sell things in shops
if evil, teleport trap to hell?
cursed ring of regeneration
perma food? one eat per level?
giant throws rocks
make pumpkins into pumpkin pie!
good/bad leprechauns - steal your goodies
goose golden eggs
docs on powerups?
moon and gemstone water
teleport when near death
regeneration to original points
leprechauns and random teleport
lava should act like lava
potion to destroy moving and all walls!
trees that sleep until you shoot them - but give you apples
vampire turns into mist to go through doors...
goblins shout at each other? argue?
a cat or monster in a cage
magic lepricauhn; follow him and get hit treasure pot
giant worms they make holes in the walls
baby monster &
spell, ha-Bracha dab'ra
spellbooks and rooms (The Library of Forgotten Books)
@ |D - archers?
@ \ - archers?
auto open of doors
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Tue Mar 24 14:43:01 EDT 2009
Some monsters have treasure and weapon hoards
Civil ward soldier class (for Ben)
Musket (for the above!)
New monsters, squarm, smurlinger, morhock, lich, galump
Removed dex requirement on swords and axes
Less of a skill bonus for multi fate monsters
Made wand intelligence reqs all the same at 50
Generator of doom crash on aliens (thanks MaxZ)
Item drop crash fix (thanks Eli)
Windows install would fail if a path was given with no /
Thu Jan 8 17:49:06 EST 2009
More trolls and goblin types
No teleport for shopkeeper
Excalibur easily damaged fixed
Broad sword and other swords downgraded to they get damaged by stone
Yellow ghosts could not move
Org generators not attacking
New orc class
More troll types
More goblin types
Fewer spawning goblins
Moving walls more dangerous
Amulets and armour not being listed on itinery
Edge of level impentrable
Sun Dec 21 16:38:20 EST 2008
New features: music by Pascal Provost,
Nice floor tiles
Monster AI decision making
Flash when hit
Bit rock installer
Pausing and saving reduces bravery points
followers can follow you through exits
New spells: summon monster, monster walls, living wall, rock wall,
instafood, living shield, guardian angel/demon, exit wall,
snake charmer, summon undeaad, poison, sleeping, paralysis and
slow gas/spells, invisibility, raise dead, polymorph
New monsters: sandman and poison mushrooms, stomper, jumping monsters
robot roach, more snakes, spiders, fire lord, jumper monster,
millipedes, golems, snake and centipede rooms, more dragons
with treasure hoards, gold beetles, poison zombies, more
puddings, clusters of lava, carnivorous mist, living ice,
black ice, dezaugl (greater demon), leeches, grass snakes,
death knight, orc generator, hydra, mind flayer, medusa
New abilities: monsters with sleep attacks
valkyrie and barbarian raging and auto raging
solider with bazooka, guns, laser and grenades
necromancer and warlocks
soldiers, seargant and saboteur
teleport once per level power up
teleport permanently power up
tireless swing power up
tireless power up
rock mining possible
dexterity requirements and powerups
intelligence needed for spells
evil things can shop now but items cost more
regenerating monsters and powers
New levels: caves, hell, forest, the void, bonus levels, end game
New weapons: ice and fire axes, poison blades, vorpal weapons
Holy, evil and enchanted weapons, flaming arrows,
silver daggers and gun (quad damage on undead),
suit of armour (jgs), stun grenades, poison grenades,
rocket launcher, mines, dynamites, shotgun, deathray
armor more effective
endless shop bugs
spells have no weight
featherlight spell fixed
fixed uncurse spell
shopkeepers and possessed monsters shots no longer hurt
you if you are in the way of their target.
version 1.15 Sat Feb 2 00:13:31 GMT 2008
rock and lava outside the level
vampires bite fate points
bravery points bug fixes
prefer non cursed/paid for items when using
made hard monsters less frequent
too much treasre
patricia's pantry fixed
version 1.13 Wed Jan 23 01:45:40 GMT 2008
black widow, goliath and wandering spiders with poison
shields on teleport and fate point and level start
crash recovery (auto save)
thieiving is more punishing
source code rename zx->gh
added character classes, sorceror, barbarian, warrior etc...
elves and dwarves with armour and variable items
characters have initial backpacks of items now
intelligence, stamina, fatigue effects
rearraged main screen for clarity
demon and angels tougher to kill
dragons a bit easier
lightning and lasers changed to be inert, not cold/hot effect
fate points more generous, gets you back to 20 hp
shops more likely
threaded main loop
version 1.11 aug 27 2007
multi layer ascii
key press fires and starts fix
teleport sleeping fix
more armour types - acid/fire/water/coldproof
more orcs and goblin types
bite armour bug
version 1.1 Sun Apr 8 09:52:35 EDT 2007
weightless spell for items
too many keys bugfix
exit warp and exploding exits
hungry treasure chest
version 1.0 Thu Mar 22 22:54:07 EDT 2007
added karma counter back in
huge speed improvement for exploding potions
exploding potions and some monsters
teleport bug fix
spells, remove curse, slow/fast, fireball, iceball,
lightning starburst, warp, blind, eagle vision
version 0.99 Sun Feb 25 18:59:21 EST 2007
more dangerous potions
armour has weight now
cursed armour added
broken/cell doors; can't see through solid doors now!
big levels play faster now
dimensional rifts (might need additional tweaking)
lasers and mini lasers
quit and you get in the high score table - not in nethack
killing shopkeeper and stealing allowed now
bonans armoury has armour!
angels now get annoyed
rust monster eats treasure
version 0.97 Sat Jan 20 10:16:50 EST 2007
spirites, imps, treasure stealing, white witches, moving walls,
firebugs and nests, chocolate slime molds, sherbet slime,
fallen fairies, faster gfx, armouries, food shops, shop bugs fixed,
save/load bugs fixed, corpses
full moon/night/friday 13th/midnight nethack ripoff
gcc 4 fixes
version 0.92 Sun Dec 31 01:15:07 GMT 2006
haloball and lavaball
angels and demons
random flicker was too fast
double damage for fire/ice loving hating creatures
load not working for visited rooms
64 bit fixes
version 0.9 Wed Dec 20 22:45:21 EST 2006
version 0.8 Mon Nov 27 00:29:11 GMT 2006
Shops added. Also, multiple weapons can be carried now.
Police also added for those tempted to steal from shopkeepers...
version 0.7 Mon Nov 20 17:43:35 CET 2006
Why buy a PS3 when Goblin Hack! is free 8) Thanksgiving
release does not add turkeys, but treasure and monster
rooms, graveyards, dragon's lairs, electro doors and more.
version 0.6 Sun Oct 22 21:01:40 EST 2006
Halloween edition. Magic potions. spider webs, more ghosts
pumpkins, goodly and evil knights, stoat packs, killer bees,
maggots! centipedes, black mamba, creepy things, more treasure,
more bugs! skeleton keys, ported to MacOS
compiles on MacOS (thanks to "Robert Serocki" email@example.com)
BUG FIXED: can't shoot doors
version 0.5 Sat Sep 23 23:21:50 EST 2006
BUG FIXED: no more exits next to doors
BUG FIXED: can shoot through open doors
FEATURE: pause button and help screen
version 0.4 sep 17 2006
Worlds first ASCII snakes; anacondas and copperheads.
Yet more monsters; crack of doom, flying witch, creepy
button eyed thing and more treasure added.
giant anacondas! and copperhead ascii snakes
crack of doom monster
button eyed monster
added cackling flying witch
better giant bat graphics
make depend added
more treasure - piles of dollar bills
BUG: light flicker fixed
BUG: gcc 4.1.1 fixes
BUG: lava pits can now sneak up under the hero
BUG: stdout forever increasing in size bug fix
windows installer wasn't working!
mail firstname.lastname@example.org for problems
vampire bats that change into vampires and back again; really hard to beat
coins and some monsters now appear in clusters/groups
numeric keypad can be used for moving
weapons no longer fire through walls! 8)
compiles on freebsd (thanks to "Dmitry Marakasov" email@example.com)
added make install
version 0.2 aug 2006
installer for windows
triple shot fireball, iceball and plasmaball
more monsters, vampires, ogres, huge beholder with starburst fireball
gcc 4.0 support
bug fixes for shot damage
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This game is free software; you can redistribute it and/or modify it under the terms of the GNU Library General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version.
This game is distributed in the hope that it will be fun, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Library General Public License for more details.
You should have received a copy of the GNU Library General Public License along with this game; if not, write to the Free Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA