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#1 |
Adept
Join Date: Apr 2009
Posts: 231
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I like the new curved hallways idea - does give it a more realistic feel to the game that one is in a dungeon, a mine.
However, I think this will necessitate a few code changes to how spells are cast and how arrows are shot. "Light Area", for example, ought to be improved a bit to cover either a wider area of dungeons as "rooms" are no longer well-defined. Missile shots & beam spells will have much less effect as the range is much more limited now. I can guess that some would say that is a good thing; mage beam spells and missiles are too powerful as is. Is the dungeon map, however supposed to be much smaller than a normal level of straight lines & rooms? My current nightly build is showing a map size about 1/4th the normal size. Traversing curved hallways is a bit of a pain, as you may know... the "." + "direction" key sequence does not get one very far in such a scenario. -S-Bux- |
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#2 | |||
Angband Devteam member
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 41
Posts: 1,516
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#3 |
Adept
Join Date: Apr 2009
Posts: 231
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Running..
I could see it working with a key sequence like "." + "left-mouse-button" click and have the '@' symbol trace a path as well as possible to the mouse click location.
Otherwise, let the "." + "direction" would have to determine, somehow, how a tunnel flows - similar to a straight line tunnel that bends one way or the other. If a tunnel is 1-4 spaces wide instead of 1-space only, the code would have to trace a path as near the center as possible and look for wide spaces & forks in other directions. |
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