Re: Ancient domains of mistery, AKA ADOM

I can't speak of the Jaws curser, but I always found the basic problem was that you couldn't get the damn thing to vertically read one symbol at a time, even with nethack and constantly hearing dash slash bar bar dash dash slash z slash d  didn't tell you much about where you are big_smile.

I tried brogspeak, but apart from the fact the resolution seemed to be a bit bonkers making the graphics unhelpful and that I always needed to quit the game with the windows task manager, I always had a miner issue telling what was where on a basic maze level, indeed I've noticed that every roguelike access fix always tends to concentrate on having the player auto move or auto target objects, without concentrating on giving the player any idea of actual screen regions or position of the basic walls etc that make up the dungeon the way even the simplest audiogame would.

What I mean is, if I'm in a 5 x 10 room witn a treasurechest, a magic fountain and exits on the north and east, or am in a corridor 3 tiles wide that branches to the north, I'd much rather the access fixes gave me that information and let me move, rather than just told me where the goblins etc were in my current range of site, since inevitably I'll always run out of targets at some point or not entirely clear on how to get from A to B successfully.

I'd love to see someone appproach a roguelike access by actually telling the players the type and size of each dungeon room they were in, EG corridor chamber etc, rather than just working on auto targeting.

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