Tag Archives: design

With a little help from my friends…

(Screenshots at the bottom of this post.)

One of my design goals in Hellmouth is to emphasize knowledge and perception as alternative playstyles by making them as game-changing as combat attributes are in most games. Consequently, there will typically be a lot of information about a situation available to the player at any one time. Games that provide a lot of information can be very intimidating, and unfortunately one of my favorite games is well-known for failing to usefully communicate its rich complexity.

One of the ways that I’ll get a handle on information overload is by providing reasonable defaults but allowing the player a lot of control over the ultimate level of detail dislayed. There will be many LOD-based implementations throughout the game (such as item descriptions or combat text), but one of the most important to have is also one of the simplest to implement: a zoom control for the tactical map. Read more »

Editing color schemes of console applications

Lately I’ve been working on Hellmouth‘s combat interface. While I’ll be giving weapon choice a dedicated submenu, I’d like it to appear on the main screen as well. Unfortunately, I didn’t properly account for this in the initial interface design document. While I can change that design, I’m almost completely out of room so any change needs to be done carefully. Since it’s irritating to have to restart the game and seek out appropriate test cases after editing code, I started looking for a way to take an HTML screenshot of a console application.

About thirty seconds later, I remembered that I had Hellmouth running in shellinabox on my server! Read more »