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(I hate C) |
Yeah, uppercase sounds good, too.
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---- About @<cmd><letter> I just realized my plan would essentially make the inscriptions array a keymap (input letter-or-digit -> equipment slot), since we'd first assign working normal letters to the array (after inscriptions are processed) to guarantee nobody claims that letter. So we could rename this array keymap if we go that route. About the UI, we have several possibilities: 1. Don't use uppercase letters inscribed by the user. This guarantees 26 free slots for pathological cases. 2. Let the user use uppercase inscriptions and .2a. just do nothing if the user has somehow messed with all letters (an item is unreachable) .2b. provide a few non-letter keys for those cases. It's just that I don't see in what practical situation there'd be a 2a pathological case. "Assign the first free uppercase letter" should always work (going for an uppercase letter first to emphasize in the menu that a lowercase inventory slot was temporarily reassigned), unless the user inscribed all uppercase letters somewhere on purpose right? EDIT in fact @Ee might be safer than @EE in case I'd release the shift key between the Es and end up eating something at slot e. It could be lowercase inscriptions are safer. Or I'd engrave both @EE and @Ee. |
It seems to me that this entire thread has been sidelined into what should be in the "Development" portion for talk about coding specifics rather than the "Vanilla" portion, but maybe that's just me.
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What if it set your percentage to MIN(90, current+50)? Or current+25 or whatever you think a reasonable number is. |
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Here are my reasons for going ahead with this anyway:
While I'm aware that there are some people who wish hunger would just go away as a mechanic, I'm in general not in favor of extreme optimisation of aspects of the game to facilitate the equivalent of speedrunning; I think that's the player's job, not the maintainer's. There was a choice between actually removing hunger or making it more integrated within the game, and overall we came down on the side of integration. So I don't want to then do things that run counter to that, in the same way as I'm not going to introduce this Code:
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You forgot the little courtyard for the townspeople and Farmer Maggot to spawn in, which is of course separated from the rest of the town by a pile of rubble. :)
But anyway, fair enough. I'm not personally trying to persuade you to go one way or another, just making sure you're making as informed of decisions as possible. Which you are, as best I can tell. |
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But sure, there's plenty of other neat ways to penalize powerful races in the lategame. You could give one race a time limit of 1 million game turns (~= 100k normal-speed turns, plenty to win with), for example. There might also be some way to tweak the experience-received-per-enemy formula such that as a particular race dives deeper they have to get more and more of their experience from "novel" kills (where the monster type hasn't been killed before). |
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