Angband.oook.cz
Angband.oook.cz
AboutDownloadVariantsLadderForumCompetitionSpoilersComicScreenshotsFunniesLinks

Go Back   Angband Forums > Angband > Vanilla

Reply
 
Thread Tools Display Modes
Old April 27, 2009, 14:46   #1
fph
Swordsman
 
Join Date: Apr 2009
Location: Berlin / Italy
Posts: 361
fph is on a distinguished road
Give a meaning to object colors

From http://trac.rephial.org/ticket/837 :
Quote:
Originally Posted by fph
Reported by: fph Owned by:
Milestone: Triage Keywords: color objects
Description

Object colors should be given some "in-game" meaning instead of simply matching the object flavour (or simply being unused, e.g. rings). See a similar suggestion in #532 for monster recall.

I'd suggest:

Color1 -> unID'ed potions/scrolls/wands/rings

Color2 -> known useless potions/scrolls/wands, e.g. ?darkness

Color3 -> low-level useful items, e.g. !cure light wounds, =sustain something

Color4 -> moderately useful items, e.g. =strength, ?critical wounds

Color5 -> very useful items, e.g. !stat, !experience

Color6 -> extremely useful items, e.g. =speed, !augmentation

The perceived usefulness of items may change from player to player, but even a rough classification would be more useful than the current state.

This does not give away more information than what can be already obtained with the 'look' command; it only makes it easier to collect it.
Quote:
Originally Posted by anonymous
Changed 3 hours ago by anonymous

It's certainly an idea that's used in other games, but the argument would be better made on its merits rather than "it doesn't give away any more information", as making the information easier to see is still a change in the way the game plays. Players naturally take more notice of the information that's thrown in their face than that you can only access through five keypresses (or whatever).

I can't imagine it being implemented without discussion, as it's a change to the game that AFAIK hasn't been trialled in a variant before (not that I'm an expert). Perhaps worth floating over on the newsgroup (rec.games.roguelike.angband) or forum?
What do you think about the idea?
fph is offline   Reply With Quote
Old April 27, 2009, 15:16   #2
buzzkill
Prophet
 
buzzkill's Avatar
 
Join Date: May 2008
Location: Indiana, USA
Posts: 2,914
Donated: $8
buzzkill is on a distinguished road
Quote:
Originally Posted by fph View Post
What do you think about the idea?
It's a good idea, though I think it could be slightly simplified. Use fewer colors, maybe three: known cursed (dark grey), squelched (light grey), and everything else (white).

It's really no different than playing with tiles, other than with tiles, YOU must remember which colors are 'good' and 'bad'.
__________________
www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
My banding life on Buzzkill's ladder.
buzzkill is offline   Reply With Quote
Old April 27, 2009, 15:39   #3
ekolis
Knight
 
ekolis's Avatar
 
Join Date: Apr 2007
Location: Cincinnati, OH, USA
Age: 31
Posts: 906
ekolis is on a distinguished road
Send a message via AIM to ekolis Send a message via MSN to ekolis Send a message via Yahoo to ekolis Send a message via Skype™ to ekolis
Quote:
or simply being unused, e.g. rings
Heh, all these years of playing Angband and I never noticed the incongruity that all rings appear as red equals signs, and none of them are green equals signs or silver equals signs or whatever their flavor might indicate, as with potions or amulets! :P (Amulets DO show differently based on flavor, don't they? Or are they all the same shade of yellowish orange?)

For a minute though I thought the discussion was about the colors of the textual names of the items, e.g. "a Potion of Cure Light Wounds" - if we went to a "color = usefulness" scheme in that case, I would be strongly in favor of more colors than just three! (I've seen old variants of Angband, can't recall which ones, which have all items displayed in white text instead of colored based on type - makes it much harder to find what you're looking for without potions being cyan, heavy armor being gray, wands being green, etc.!)

But yeah, "flavors" are kinda silly anyway... does anyone really care that one potion is "red slimy" while another is "blue bubbly"? It only matters that they're different kinds, which the stacking, ID-on-use, and inscription mechanisms take care of... I've seen a few variants where if you turn off display of flavors, it turns them off even for un-ID'd items, so you get stuff like "a Potion" or "a Scroll"... doesn't bother me a bit!
__________________
You read the scroll labeled NOBIMUS UPSCOTI...
You are surrounded by a stasis field!
The tengu tries to teleport, but fails!
ekolis is offline   Reply With Quote
Old April 27, 2009, 17:40   #4
PowerDiver
Prophet
 
Join Date: Mar 2008
Posts: 2,588
PowerDiver is on a distinguished road
Quote:
Originally Posted by ekolis View Post
does anyone really care that one potion is "red slimy" while another is "blue bubbly"?
That's important in two cases. When you learn a flavor, but the game doesn't, you want to be able to ignore it. The classic case is ?create_traps. I guess the second case nearly the same case, that you want to be able to squelch flavors that you know to be useless. E.g. if you aim an unaware wand at 2000' and get the message "the foo is unaffected", you might as well squelch that flavor of wand right away. In the early game, if I quaff a potion when hurt and get no message, I want to squelch that flavor not caring if it is slow poison or boldness or [if playing a dwarf] blindness.
PowerDiver is offline   Reply With Quote
Old April 28, 2009, 06:56   #5
Pete Mack
Veteran
 
Join Date: Apr 2007
Location: Seattle, WA
Posts: 2,399
Donated: $40
Pete Mack is on a distinguished road
I often mark a few scrolls as desirable by making them pink. (Escape and banishment scrolls.) It's not so easy with potions, because they come in all colors in the first place.

For squelched objects on the floor, the UI is already adequate: they are invisible with the right option.
Pete Mack is offline   Reply With Quote
Old April 28, 2009, 07:50   #6
Nick
FAangband maintainer
 
Nick's Avatar
 
Join Date: Apr 2007
Location: Canberra, Australia
Age: 49
Posts: 4,429
Donated: $60
Nick is on a distinguished road
Quote:
Originally Posted by Pete Mack View Post
I often mark a few scrolls as desirable by making them pink.
A psychologist would have a field day with that.
__________________
One Ring to rule them all, One Ring to find them,
One Ring to bring them all and in the darkness bind them.
Nick is offline   Reply With Quote
Old April 28, 2009, 08:20   #7
Pete Mack
Veteran
 
Join Date: Apr 2007
Location: Seattle, WA
Posts: 2,399
Donated: $40
Pete Mack is on a distinguished road
Ha. Ha. Ha.
Pete Mack is offline   Reply With Quote
Old May 3, 2009, 18:29   #8
fph
Swordsman
 
Join Date: Apr 2009
Location: Berlin / Italy
Posts: 361
fph is on a distinguished road
With 256 color support just added in, another possibility would be to go with the standard color system (red=rings, blue=potions, green=wands...), and change the intensity (light/dark).
fph is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Does object recall work? d_m Vanilla 13 April 21, 2009 08:17
[FA] Give me a date ! Arralen Variants 5 April 6, 2009 02:33
3.1.0 bug - object knowledge menu Skelwing Vanilla 2 January 18, 2009 13:04
DaJAngband: new object question will_asher Variants 4 December 13, 2007 04:18
Object Stacking bug 309 APWhite Vanilla 3 October 23, 2007 11:04


All times are GMT +1. The time now is 18:26.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2014, vBulletin Solutions, Inc.