http://groups-beta.google.com/group/rec.games.roguelike.nethack/browse_frm/thread/769632005e9aeae1/6ac8a8f78d108913#6ac8a8f78d108913 YANI - 'graveyard' nethack manager and logfile viewer. http://groups-beta.google.com/group/rec.games.roguelike.nethack/browse_frm/thread/28b24379075fcc88/1de3eb203d1820e7#1de3eb203d1820e7 Faked up screenshot of my nethack cemetary YANI Don't know if any of you remember the thread I started in January '05 titled "YANI - 'graveyard' nethack manager and logfile viewer", but a recent thread made me think of it again, and I finally got round to doing something I wanted to do at the time: I've faked up a screenshot of it. To sumamrise: The idea was to have a "mini-nethack" with no classes, no combat, no spells, no stats, very few items/ monsters and a very different kind of 'dungeon' generation. Interaction between this program and nethack would be strictly one way (ie nethack to cemetary, and only via the logfile) so you CANNOT prep/ equip/ buff your character in the cemetary before going on to the dungeons of doom. It's just a fancy logfile viewer and game launcher, basically. I just thought it would be nice to have a persistent, personalisable element to the nethack experience- something you can treat as a reminder of games gone by, a trophy room and nethack 'home'. The idea is that you just have a generic @ wandering around a cemetary that contains a grave for each dead character in your logfile, and a statue (in a temple) for each ascended character. Other logfile entries (escaped the dungeon alive) would also be represented, but I'm not sure how to represent trickeries, celestial disgrace and any other possible game endings that may exist. You could run it with filters if you don't want all twenty thousand level 1 tourist corpses in your logfile represented, and there would be various other cute tricks and toys to play with. It might even be possibel to code it in such a way taht it can accept logfiles (or the equivalent) from other roguelikes and mash them altogether into one supercemetary. Anyway, here it is, with some notes below it. Please be aware that I don't know the size of a typical nethack map, so I just made something up. Ideally, this screen would be the exact same size as a normal nethack level. There is a fresh grave here. Type r. to read the inscription. ┌———————————————————————————————+———————————————————————————————┐ │ * * ¦ ±± ¦ ¦ ¦ ¦ ¦ ¦ # ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦│ │ *% ± # │ │ ┌———————┐ ± ¦ ¦ ¦ ¦ ¦ ¦# ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ % @ ¦│ │ │' ' ' '│ # │ │ │ @_ │ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦## ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦│ │ │' ' '│ # │ │ │' ^│ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ # ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦│ │ │ │ # │ │ └——— ———┘ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦## ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ± * ¦│ │ ' ' # ± ±± │ │¦ ¦ # ¦ # ¦ ¦ ¦ ¦ ¦ ¦ ¦ ± ±± │ │ # ########## ####### # @ ## ######## ?│ +## ##### ##### ########### # ### # #####+ │ ###### ¦ ¦ ¦ # ¦ ¦ # #### # ?│ │ # ### ┌————┐ # │ │¦ # ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ # ¦ ¦ ¦ ¦ ¦ ¦ │' │' # ¦ ¦│ │ # # │ _@ │ │ ~~~~ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ## ¦ ¦ ¦ ¦ ¦ ¦ │ │' ¦ ¦│ │ ~~~~~ # └————┘ ' ' │ │ ~~~ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ # ¦ ¦ ¦ ¦ ¦ ¦ ┌—— ——┐ ¦│ │ ~~~ # │ @│ │ │ ~~ ~~ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ## ¦ ¦ ¦ ¦ ¦ ¦ ¦ │' _ │ ¦│ │ ± @ # └—————┘ │ │ ¦ ¦ ^ ¦ ¦ ¦ # ± │ │ # @ % a ±± ±±± │ │ ' # ' * * ±± │ └——————————————————————————————+————————————————————————————————┘ ± tree ¦ grave ~ water # path Items of note: - The temples. These are here primarily to store the statues that are erected to commemorate the ascended. Each statue bears an inscription that lists the relevant information from the logfile. Until you ascend, there will be no temples in the cemetary. Perhaps #praying at an altar could start a new game of nethack (or slashem, in my case=-) with that class & alignment pre-selected. For example, pray at Anhur's altar and nethack starts, asking you to choose the race, gender and name of your chaotic wizard). - The empty space around the temples, so that they can be expanded if there should be any more ascensions for those deities. If a temple outgrows the space allotted to it, a second temple is built elsewhere with teleport traps linking the two. - The teleport trap in the large, top-left temple. Handy teleport traps (player created and/or automatically generated) would be essential for a large cemetary. - The pond at the bottom-left and the clumps of trees scattered about. These would be randomly generated, and could be cleared for graves as and when necessary. (Or perhaps not, according to options stored in a prefs file?) Perhaps the program could look at the system date and (according to the player's prefs) ice the water over for certain months of the each year=-) - The statues flanking the temple doors representing angels, demons or monsters appropriate to the deity in question. - Weeds (wolfsbane etc) growing amongst the rubble in the forgotten north-west corner, above the temple. - The grave to the left of the 'player' (top right) has a wreath on it. Graves could decay over time, to make room for new ones (perhaps at a rate inversely proportional to score/ achievement). Wreaths could be used to preserve those graves that the player wants to keep. - The pit (empty grave, reserved for a game in progress) and gravedigger to the right of the pond. - The north and west gates, which lead to other screens much like this one. More screens are added as more grave or temple space is required. - The two statues by the south gate (entrance/exit). These two represent the two monster types that have claimed most lives in that log file. Soldier ants and mimics, if my logfile is anything to go by. - The undertaker standing near the south gate. #chatting to him activates hearse. - The scroll of guidebook and sroll of rgrn faq near the east gate. Going through the East gate allows you to start a new game of nethack, or continue a saved one. - The escaped adventurer (near the crossroads). This cowardly soul escaped the dungeon without first acquiring the amulet, and now rambles around the graveyard telling his story to anyone who can be bothered to ask. - a, a bumblebee near the bottom right of the map. Cemetaries are havens for wildlife, and various kinds of peaceful wild creature might be seen flitting from one hole in the hedge to another: foxes, rodents and insects.