COLUMN: @Play: Eye of the Vulture
August 28, 2008 8:00 AM |
['@ Play' is a kinda-sorta bi-weekly column by John Harris which discusses the history, present and future of the Roguelike dungeon exploring genre.]
Here's a look at a roguelike game that some of you might not quite be familiar with. The graphics are very well-done, at least.
It's got an isometric view, fairly detailed character and monster art, and decorated room walls and floors. Looked at with unfocused eyes, it even begins to resemble Diablo. So what game might this be?

Of course, it's Nethack.
Would you go Head Over Heels for this?
(If you recognize why I picked these section titles, you're probably an even bigger geek than me.)
Nethack is one of the most widely-ported games in existence. Probably, the only games made for more platforms were from Infocom. And all of Nethack's official ports, amazingly, are compiled off the same source tree, with customizations to work around the crotchets of this operating system, or that C compiler. And since the facts of the display varies greatly across platforms, the output portions of the source code are compartmentalized in a very thorough way.
This compartmentalization makes it relatively simple to create a new graphics system, simple enough that many ports support multiple styles of output. A few years ago there was a version for Linux and Windows systems called AllegroHack, that was like the basic tile version but with much more detailed graphics and more colors. Soon after that we saw the release of Falcon's Eye, a version of the game that provided isometric graphics, even more detailed images, and a somewhat-improved user interface.
After a couple of years updates died out, although its developer still plans to continue work on the port (the original site is still on the web here), leaving the world bereft of a maintained, high-quality graphical Nethack port until DarkArts Studios forked it to produce Vulture's Eye and Vulture's Claw, which are graphic versions of Nethack and SLASH'EM respectively.
Perfect for playing on either the Solstice or the Equinox
Some of the eye-candy in the Falcon/Vulture games goes far beyond the call of duty. Different rooms have different wall styles, and dressing elements remain consistent within each room.
There are several tilesets used for mine levels. An isometric minimap in the corner assists the player in keeping track of his position in the level, and a map window can be called up to get a look at the board in a more traditional format.
But the most useful thing here for new players is the various user interface enhancements. Most of the traditional keypresses work as before, but the inventory screen has been made much more capable. Not only is it graphic, but pressing the right mouse button on an item brings up a submenu of things to do with it. Yes! Finally a version of Nethack that's light on the need to memorize commands!
It should also be noted that the right-click menu is fairly inclusive, offering functions such a "eat" for all items, not just food. This is probably by design; there are times in the game when the player might want to eat something that wouldn't ordinarily be considered food, or wield something that's not a typical weapon, or throw something that's not a missile. Having commands mysteriously appear and vanish from the list at different times would be a subtle spoiler.
The right-click inventory feature, should a player discover it, makes Nethack vastly more accessible to a new player. So it really is a shame that it isn't easier to discover itself; most new players wouldn't expect to find it there. And although there are command icons in the corner of the screen, some of the most important utility commands, particularly searching, saving and quitting, are still only accessible through keypresses.
A knight is nothing but a Light Crusader
One of the first things players will notice about Vulture's Eye, probably before the new graphics in fact, is that the game has music and sound effects. The sound effects, particularly, are implemented in a haphazard manner: the sound code scans the message buffer for a number of strings, and if one is found, it plays a roughly-appropriate sound. So, the word "kitten" will play a sound of a meow.
This might seem clever at first, but the program is not at all discerning about context. The same meow is played whether you display your kitten, whether you're being attacked by an enemy kitten (standard definition of awesome: enemy kitten), or whether you're stepping over the corpse of your deceased pet. Fortunately, both music and sounds can be turned off from the options menu.
What I consider most interesting about the Vulture's games, ultimately, is that they're easier to play if you have no prior Nethack experience. The more familiar with standard Nethack a player is, the more comfortable he'll be with its key commands and simple, but information-rich, screen.
Vulture's Eye's isometric graphics may help a new player to better perceive the world as a place, but the graphics take up lots of space, meaning the player can't see as much of the world at once, corridors and walls are easy to confuse (especially with walls overlapping floor spaces), and the greater diversity in monster and item representations makes it harder to distinguish them at a glance.
For a new player, these distractions aren't substantively greater than those presented by Nethack itself. But for an experienced player, Vulture's Eye has poses a surprising learning curve, even though the game itself is identical to vanilla Nethack.
Categories: Column: At Play








6 Comments
Thanks for posting about this. I haven't seen Vulture's Eye since an early version of Falcon's Eye. I still can't wrap my brain around the isometric graphics, but I think that just might be a personal bias.
However, I love that inventory screen and right-click menu too. (It's almost embarassing to say that. I think it just reflects poorly on the state of roguelike UI when I can be excited by something like a right-click menu.)
Even if providing more context in the menus (e.g. not showing or prioritizing the eat command for items that usually aren't eaten) is a subtle spoiler, I don't think it would be a bad game decision. There's no question that spoilers can ruin the joy of discovery, but I'd argue that common sense actions for each item are not much of a discovery at all.
Enne Walker | August 28, 2008 2:01 PM
Er, it's a nice touch, but I'm the type of gamer that prefers the all-ASCII, finding it more expressive in my mind.
Plus, it means running light and quick in my terminal window.
And it looks like code to a quick glance!
Cibbuano | August 28, 2008 6:08 PM
Like the comment before me I personally stick to good ol' ASCII but I'm sure there are lots of people out there looking for a fun, free, yet deep, game that would be instantly turned off by the 80's-esque appearance of NetHack. Hopefully they'll come across this article and get suckered in to the game anyway. Nicely done, you sly devil you. :)
Jeff Roberts | September 18, 2008 3:46 PM
So, is this column dead or what?
Lavastine | September 24, 2008 9:33 PM
As a long-time played of Zangband, I've found it really difficult to adapt my keystroke reflexes to Nethack. I also do enjoy the ASCII. One useful compromise for those who like the @ symbol, but hate the keystroke memorization, would be to combine the ASCII interface with the mouse-navigating inventory and so forth. That way I could right-click on a segment of floor and say "disarm", rather than trying to remember which of the 100-odd characters available to me it is.
Richard Soderberg | October 1, 2008 2:09 AM
There used to be a graphic variant of Nethack called Allegrohack that had good graphics but the DOS interface. If it were still being updated it would be my preferred way to play (if alt.org were down, that is).
The thing about a roguelike interface is, like the text editor vi it was taken from, it's hard to get used to but powerful once learned. Even so, I also would prefer if they did some work towards UI development. There's no reason Nethack couldn't support both a keyboard and mouse-based interface at once.
However, their current windowing ports are generally abysmal. I really should do a column on how annoying and clunky the interface on the Windows port is; I think I have enough hatred for it in my soul to fill the space easily.
John H. | February 4, 2009 12:42 AM