iNetHack is free, and always will be. Developing and maintaining it takes a lot of time, and being an iPhone developer doesn’t come free either. My license will expire in less than a month, and it’s only a small part of the costs to cover for serious development. There is absolutely no lack of cool future features for iNetHack, in a sense this is a mere foundation for things to come.
I currently don’t have any other games with which to sort of cross-fund iNetHack development, so I’m asking you to consider a financial contribution. Encouragement (through mails, comments etc.) is of course welcome as well (and often needed), as is beta testing.
So if you feel like contributing to a free game that is based on open source principles, please feel free to do so:
Happy thanksgiving to those who celebrate it 🙂
After iNetHack 1.1 I slacked a little (apart from a failed 7drl, cough cough). Ok, I slacked a lot. But I’m back on track and iNetHack 1.3 (don’t fixate on the exact version though) is making progress. Apart from some UI improvements (I put some time into improving the message system so no message can be missed easily) and internal changes you (hopefully) won’t even notice, I was just able to upload my first bones file to the hearse server 🙂
Hearse support will be limited to iNetHack, so no bones exchange with other systems. As the iPhone is a big-endian platform it wouldn’t be compatible with the major NetHack platforms anyway (with the assumption that ‘major’ equals Win32, MacOSX and Intel-based Linuxes). You will be able to recycle your hearse ID though if you already use it on other systems.
I hope to be able to kick off the beta end of next week, and I’m expecting quite some time spent fixing bugs.
In case you have missed it, the latest upgrade to the NetHack iPhone port is live:
If you encounter any problems, or want to join the beta list, this site has links:
iNetHack on Google Code
Just released iNetHack 1.1. It features major UI improvements (zooming, swipable and customizable shortcut bar, quick travel …), several tilesets to choose from (default, tile32, chozo, chozo B, absurd, ASCII) and of course lots of bugfixes.
Update: I’ve setup a google group for beta testing. So if you’re interested just apply there.
There is a new beta around the corner, and I’d like to setup a group of beta testers. Of course the developers among you can test pretty much any time they want, but if you are not a registered developer and you’d like to test upcoming official betas on your device and provide feedback, then please get in touch with me (google AT this site.com).
Important: I really need your email, since you will get all the instructions by mail. It’s kind of a closed mailing list.
Update: You will receive your beta mail once there is a stable beta build. This can take a while, from a couple of days to weeks. There are some very nasty crashes that have to be fixed 🙁
For those of you who are iPhone developers and want to play it even though the release doesn’t seem live yet I have just released the source. And yes, this one is live. As in right now.
Check it out and have fun 🙂 You need iPhone OS 3.0.
Bugs, suggestions for improvements should be entered as an issue that can be tracked.
Update: The link is live. I was just able to install it over the air.
So, just received that it’s “ready for sale” (which really means for free download in this case). The thing is that I can’t find it in the store. Maybe it takes time for the AppStore to pick it up …
Anyway, here’s the link:
Drop a comment if you’re able to install it.
You can access the iNetHack source code (which I will upload this week end, I have to migrate from a private repository) at this google code project.
Please be aware of the already existing issues and feel free to add your own.
Contributions of patches are welcome!
I think I’m not allowed to talk about anything at the moment, but I wanted to give you some really good dreams in the coming nights 🙂
And btw., I’m in urgent need of a good NetHack logo, png preferred, in 57×57 and 512×512 🙂 The one I’m currently using (from the Qt port I think) is 128×128 only, and I need the 512×512.
I’m serious about this. If I don’t get one by tomorrow noon I’ll have to do it myself. And it won’t be pretty.
Just got automatic save/restore working, I consider this as a personal milestone 🙂
The game is now playable, what is lacking in commands can be compensated with the built-in keyboard,
except for extended commands which need implementation.
Current showstoppers (implementation needed before release, lack of which might even hinder ascension):
- Extended commands ✓
- Character creation UI ✓
- Main screen ✓ (sort of, using NetHack’s native mechanims and its news file)
- Icon 🙂 ✓
- Reasonable auto-pickup by default
Should be implemented before release, but it’s not a showstopper:
- Map view ✓ (zoomable view)
- Actions sorted in a hierarchy, like in the Qt port ✓
- Speaking of actions, more of them (ideally you should never use the keyboard) ✓
- UI support for count (currently, the only UI support is for search, other than that, you use the keyboard)
- View message log ✓
- Bigger font for status and messages, and line breaks if they don’t fit the width ✓ (mostly readable now)
The port is currenty “bug-free” in the sense that I haven’t seen any of them in a long time, which doesn’t really mean anything. I’ve had some nasty crashes with map_glyph and my NavController, but they are all fixed.
Nice to have, but not really necessary for version 1:
- Tiled version
- Alternative, direction based movement (currently it’s you tap where you want to go, like the mouse support in the Qt port, it’s not direction based) ✓ (the tile click based UI was not doing it in the long run, so it’s always direction based now)
I’m making progress, the game is nearing playability.
A couple of things causing me headaches:
- I’m a very bad nethack player, so I won’t be able to test end game scenarios.
- Save/Restore. I ‘m usually not fond of coding persistence stuff …
- How to display the map or give a level overview while keeping game flow
- How to best display messages and status so you can actually read them 🙂
The commands should be in place soon, I think I have a raw concept here.