Details of version 0.0.3 of Xorcurses.
XorCurses is a game coded by jwm-art.net based entirely on Xor by Astral Software. The original game was released around 1987 for the 8 bit home computers popular at the time. XorCurses attempts to faithfully recreate that game for Linux, but slightly ironically, uses ASCII characters instead of pixel based graphics (which even the 8bit computers could manage).
The idea of Xor is to roam around a series of mazes collecting masks. The first level is simply a matter of finding your way around, but the second level introduces fish and chickens which block your path or kill you if they hit you. From there on in things get progressively tougher and really is a challenging and difficult puzzle game.
XorCurses resulted from there not being a direct port of the game for Linux. Windows users are ok. People happy with using emulators are ok too. I settled with a character-based display (as opposed to fancy graphics) because it would be much simpler to code, and learning ncurses simply has no learning curve compared with graphics (which I did not even look into). If I could get a working game using ncurses then atleast it would pave the way for a graphical version.
XorCurses-0.0.3 Features: * Varying wall colours and wall patterns. * Fish and Chickens * Bombs * Dolls * Sad Masks/Wall visibility toggle * Levels 1 - 9 from original Xor game. * Replay now optional * Two replay speeds * Save replays * Load replays * Continue playing from any point in replay. * Help on controls, replays, tips, objects.
The screenshots look a bit crappy when scaled to half size or less, they look much better on the console.
TODO: in no particular order (except the first few): * display the map names * teleports * levels 10 to 15 * restrict access to upper levels ? * make install (ie bin to /usr/local/bin, help and maps to /usr/local/share/xorcurses). * options stored in ~/.xorcurses? * track progress of level completion (in ~/.xorcurses) * track number of moves (and retain in ~/.xorcurses) taken to complete each level * convert maps to binary format (such that the map pick-ups to view map don't require blah blah blah blah x blah y). * optimize/untangle code * optimize some int types to char types (???64bit????) optimize size/speed??? * allow load of new maps. * sort out splash/menu stuff * take advantage of large resized xterms (good for map) * larger icon sizes (for large resized xterms).
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this page last updated:29th April 2013 jwm-art.net (C) 2003 - 2014 James W. Morris