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#21 | |
Rookie
Join Date: May 2015
Posts: 12
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Quote:
The keyboard-only interface is faster than mouse-and-keyboard for a console game like Angband, that has a large number of different commands that you frequently use. Unlike Starcraft, the game tempo also changes dynamically, so when there's things happening you want to pause and think what options you have left, and otherwise you get relatively high actions-per-minute. |
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#22 | ||
Prophet
Join Date: Dec 2009
Posts: 9,022
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Quote:
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![]() Put another way, there's a reason why Scrolls of Deep Descent are in the game, and show up so early: we want new players to experience what it's like to be out of your depth, and to learn that that's not necessarily a death sentence. |
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#23 | |
Rookie
Join Date: May 2015
Posts: 12
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Quote:
Omitting complications like exclusion zones, it's basically just a recursive search to explore the nearest unexplored tile. |
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#24 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
Posts: 9,426
Donated: $60
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Quote:
The traditional approach with Angband is that if you want a non-trivial feature included, you should code it up and provide a patch. Should you do that, it would definitely be considered ![]()
__________________
One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#25 | |
Adept
Join Date: May 2015
Posts: 112
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Quote:
Though I admittedly don't give much of a damn about turn counts when playing Angband, and I regularly miss a way of getting around faster. I agree that using the mouse to travel is clunky, and also prone to misclicking for me as I like to play with continuous centering. Though I for one would be satisfied with a way to simply make my character walk, let's say, twice as fast with a toggle. Much like current running, just in a dumber way that favors smooth and even movement as long as I keep pressing "run" over intelligently stopping whenever something interesting happens. |
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#26 |
Scout
Join Date: Apr 2013
Location: NOT THE BEEEEEEES
Posts: 44
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I say, we give them their autoexplore. BURN MORTALS
They will never make it past thier first pack of gravity hounds. |
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#27 | |
Rookie
Join Date: May 2015
Posts: 12
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Quote:
I'd still prefer a good keyboard interface with macros & extended movement commands. |
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#28 |
Angband Devteam member
Join Date: Apr 2007
Posts: 334
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However, I do have a patch to add mouse support to the gcu port; I have successfully moved the character with the mouse with it (and then promptly disabled the mouse movement option, since I don't use it). It just needs a little cleaning up before I submit the pull request.
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#29 | |
Adept
Join Date: Aug 2013
Posts: 101
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#30 | |
Swordsman
Join Date: Oct 2014
Posts: 298
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@Dwarf: The fact that you think auto-explore exclusions are for immobile monsters in DCSS suggests you don't know what you're talking about wrt DCSS. The fact that you think angband needs or would benefit from autoexplore suggests you don't know what you're talking about wrt angband either.
There's a pattern one sees in roguelike forums of people confidently making incorrect assertions about games they've never won or even played enough to have anything beyond a surface level understanding. That's what's going on here. Auto-explore and travel work in dcss because you have static levels. This means you need to explore them or you will be missing irreplaceable content. Angband does not have this situation. Quite the opposite, it's best not to explore everything or fight every or even most monsters. Perhaps one day when you know what you're doing in dcss, you'll play pandemonium, which is similar to angband. What you realize in pandemonium is that using autoexplore is often a bad idea because you really just want to find portals and generate new levels to find the pan lord levels. What you care about is positioning yourself cautiously and covering ground quickly, exactly the opposite of what autoexplore does. If you're playing angband correctly (i.e. according to current thinking re: diving) this is very much what you're doing in angband, except that stealth is more powerful and the consequences of waking the wrong monster are more instantaneous. Quote:
Last edited by mushroom patch; May 12, 2015 at 23:39. |
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Thread | Thread Starter | Forum | Replies | Last Post |
How do I add artifacts | pattle | Development | 1 | August 1, 2013 23:53 |
Affixes that add dice | CunningGabe | v4 | 5 | March 24, 2012 17:23 |
In what order to explore rooms | fph | Vanilla | 5 | December 7, 2010 18:10 |
How often do you keep playing after killing Morgoth and explore past dl100? | will_asher | Vanilla | 8 | October 31, 2009 15:11 |
Any variant have "auto explore" | bergmark | Variants | 10 | June 6, 2008 03:02 |