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Old June 13, 2012, 09:14   #1
Antoine
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Tell me it's a dumb idea

An Angband variant in which monsters move and act (say) every 0.5 real-time seconds, but you (the @) move as fast as you can mash the keys.

(Might need some small tweaks - like, using an item or casting a spell always creates a timelag of 0.1 seconds - or you may not 'run' within sight of a monster)

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Old June 13, 2012, 10:42   #2
Therem Harth
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It would be pure adrenaline. And probably an acquired taste.
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Old June 13, 2012, 12:24   #3
Timo Pietilš
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Quote:
Originally Posted by Therem Harth View Post
It would be pure adrenaline. And probably an acquired taste.
And broken keyboard.
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Old June 13, 2012, 12:27   #4
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There was an old Mac (and Apple ][?) game called SargoNoidz which was like this. You played on a chess board against an array of chess pieces which moved in sequence at a time delay while you moved as fast as you could.
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Old June 13, 2012, 12:32   #5
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I should add that it was rather interesting and fun.

I think that relatively small code changes like this which transform the game should be experimented with much more. Getting some new system in place in a roguelike often takes 10s of hours and only slightly enriches the game (and possibly makes it worse). In contrast, trying things like this, or like "no regeneration" or "one hit kills" are surprisingly easy to test and may make really interesting modes. I too am guilty of not doing enough experimentation with things like this!
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Old June 13, 2012, 12:35   #6
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Actually you probably need a tiny timelag (0.1s?) on any action other than movement - otherwise you can use macros like 'hit adjacent monster 9999 times'

Regen, poison and cuts should probably all be linked to real time elapsed rather than player turns.

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Old June 13, 2012, 13:17   #7
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Have you tried Mangband/ToMEnet? I understand this is roughly how they work (with also multiplayer). PowerWyrm will know.
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Old June 13, 2012, 13:38   #8
PowerWyrm
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Quote:
Originally Posted by Antoine View Post
An Angband variant in which monsters move and act (say) every 0.5 real-time seconds, but you (the @) move as fast as you can mash the keys.

(Might need some small tweaks - like, using an item or casting a spell always creates a timelag of 0.1 seconds - or you may not 'run' within sight of a monster)

A.
MAngband, PWMAngband, TomeNET -- monsters/players move at roughly 1 sec per turn at base speed. If you modify the code to give the player 100 energy every frame (usually the FPS is around 75, which should be 0.013s), you can pretty much spam keys in pure frenzy.
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Old June 13, 2012, 13:42   #9
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Note that once you play MAngband/PWMAngband/TomeNET and master the real-time playstyle, you will find Vanilla *very* easy... Things are way more exciting when you have only one second to plan your next move, knowing that the wrong choice will kill your character.
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Old June 13, 2012, 16:17   #10
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Sounds like the difference between speed chess (each player has a 5-minute clock that runs during their turn; if it runs out they automatically lose) and normal chess.
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