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#1 |
Rookie
Join Date: Feb 2010
Posts: 10
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Suggestions for sensations
I have several suggestions for sensations in the game. Because my English is pretty bad, I will give detailed examples to understand me.
1. I suggest something when we disturb and interrupt a series of actions, such as running, to appear in the status label "disturb", to understand that something interrupted us and look for the cause. Furthermore, I often stop running when I do not see any monster near me and then I experimented with debugging command Detect everything, I noticed that next to me is a monster, but not in the visible range. If this is intended to be so I think we need some way to indicate the direction where we felt the creature. This will make it more realistic. 2. When something invisible we hit or missed, to be marked in any way place where we felt the blow. For example the field of the floor where the blow came to be marked in red. So we can assume with good probability where is the monster at this point. Code:
... .@. ... 3. I propose to do animation for the movement of monsters, if possible, because now they are moving like teleport. This is not a problem with slow monsters, but if they are quickly or very quickly and move 2 or 3 field in turn and we have limited visibility at the crossroads, I can not understand where they are going to run away from me and that is not very realistic. Code:
#.# #.# ###.### ....... ###b### #@# Code:
#.# #.# ###.### ....... ###@### #.# That's all I can think of for now. Because I have not played many recent versions, some of my suggestions may not be valid, if so please be excused. Tell me what you think about my suggestions. I know that the game will be so much easier, but I think it will be more realistic and more fun. If something you don't understand, tell me and I will try to explain it even better. Once again sorry for my bad English. |
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#2 | |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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Quote:
![]() In short you are suggesting that monster movements get animated like magic missiles etc. if you have base delay something sensible and they are in visible LoS. That would definitely be an improvement. You get better feeling that you are dealing with something really fast with Time Vortex for example. Though that might also slow game down a lot, so option is in order to turn it off when wanted. Other suggestion of disturbance I suggest that we get a message like normal message "disturbed by this and that" without more -prompt so that we see the message, but don't need to clear it before action, and action then clears it. Actually for most message actions that is the preferred action type, -more- prompt would indicate that there are more messages and that should need to be cleared before action takes place. "disturbed by reaching detection border" "disturbed by visible monster movement" "disturbed before running to stationary monster" "disturbed by dungeon layout change" "disturbed by monster appearing in line of sight" "disturbed by player status change". What else? |
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#3 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Disturbed by item recharging, if you have the appropriate option set.
This could result in a lot of message spam if you e.g. habitually try to run even when poisoned. |
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#4 | |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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Quote:
![]() I have nothing against lots of messages as long as they do not disturb my actions (only disturb whatever I'm doing, if you understand what I mean). |
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#5 |
Swordsman
Join Date: Apr 2011
Location: Göteborg, Sweden
Posts: 348
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I always have my messages in a window of their own, as big as the angband terminal, spamming that would not be a problem for me at least. But on the other hand I do not have any problem with the current situation either...
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#6 |
Swordsman
Join Date: Dec 2009
Location: Dallas, Texas, USA
Posts: 455
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I was playing UnAngband yesterday and a unique I was fighting (Bill Ferny, I think) ran away when I got his health low. He ran around a corner and disappeared at a crossroads.
Except that in Un badly wounded (bleeding?) monsters sometimes color the squares they walk on red, so I was able to follow the trail of blood to where Bill was hiding and finish him off. It was one of the coolest experiences I have had while playing a *Band. |
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#7 | |
Knight
Join Date: Jan 2008
Posts: 926
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While I'm usually in favor of making Angband less difficult, is one point I must disagree with...
Quote:
I do like the third suggestion though. Although it might be hard to code, I think. |
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Thread | Thread Starter | Forum | Replies | Last Post |
My un suggestions | Adley | Variants | 14 | December 12, 2010 16:50 |
Taking suggestions... | Therem Harth | Variants | 0 | December 10, 2010 17:16 |
suggestions/enhancements | fbas | Development | 19 | October 30, 2010 23:24 |
Improvement suggestions? | dhegler | Vanilla | 4 | November 4, 2009 03:10 |
[UN] Suggestions/Ideas | Karzack | Variants | 13 | March 17, 2009 10:44 |