Search found 34 matches

dpc

Thursday, 24th March 2011, 09:25

Forum: Game Design Discussion

Topic: Anything changing with circular LoS vs. diagonal movement?

Replies: 114

Views: 36563

Re: Anything changing with circular LoS vs. diagonal movemen

So it's next to you now and I presume the 1.4 turn delay happens after they move? So now you can melee them and they have a 1.4 turn delay after you hit them before they can hit you back. But you should only be able to hit them after that 1.4 turn delay because only then will they be beside you. Se...

dpc

Thursday, 24th March 2011, 07:18

Forum: Game Design Discussion

Topic: Anything changing with circular LoS vs. diagonal movement?

Replies: 114

Views: 36563

Re: Anything changing with circular LoS vs. diagonal movemen

A quick recap You pretty much objectively summed everything, I think. We all seem to agree that current model is no good. Both euclidean or squarelos would be better. I'm wondering if having this as an runtime option is a possibility. OT. Am I the only one who finds ASCII beautifully? Maybe it's be...

dpc

Wednesday, 23rd March 2011, 21:52

Forum: Game Design Discussion

Topic: Anything changing with circular LoS vs. diagonal movement?

Replies: 114

Views: 36563

Re: Anything changing with circular LoS vs. diagonal movemen

I don't think you understand the purpose of that post; it was not to argue for squarelos/chebyshev, or give any drawbacks of a pretend-euclidean system, but to illustrate that the matter is grounded heavily in taste. Agree. I just like circles, dislike squares. That was the thing that sold me to DC...

dpc

Wednesday, 23rd March 2011, 21:36

Forum: Game Design Discussion

Topic: Anything changing with circular LoS vs. diagonal movement?

Replies: 114

Views: 36563

Re: Anything changing with circular LoS vs. diagonal movemen

You wouldn't charge more time for moving button-press right than left unless there's an absolutely fantastic reason, and you shouldn't charge more time for moving one button-press diagonal up-right unless there's an absolutely fantastic reason. OT, but you just made me realize that we could have a ...

dpc

Wednesday, 23rd March 2011, 21:19

Forum: Game Design Discussion

Topic: Anything changing with circular LoS vs. diagonal movement?

Replies: 114

Views: 36563

Re: Anything changing with circular LoS vs. diagonal movemen

bringing up again (even I forgot!) that it's not even true euclidean and also inconsistent: https://crawl.develz.org/tavern/viewtopic.php?p=3988#p3988 the first question here: will you embrace these inconsistencies or try to ignore them and pretend it's euclidean? Of course I'll ignore this. The po...

dpc

Wednesday, 23rd March 2011, 19:21

Forum: Game Design Discussion

Topic: Anything changing with circular LoS vs. diagonal movement?

Replies: 114

Views: 36563

Re: Anything changing with circular LoS vs. diagonal movemen

I could go on, but what is the point. This is simply an example of aesthetics over function, and no amount of reason will win the argument. That's the problem with discussing this. I've started this thread and watched it for a long time. Many people are claiming there is a lot of reasons not to lik...

dpc

Wednesday, 23rd March 2011, 18:31

Forum: Game Design Discussion

Topic: Anything changing with circular LoS vs. diagonal movement?

Replies: 114

Views: 36563

Re: Anything changing with circular LoS vs. diagonal movemen

minmay wrote:Not on a grid, it isn't.


And why is that?

dpc

Wednesday, 23rd March 2011, 15:29

Forum: Game Design Discussion

Topic: Anything changing with circular LoS vs. diagonal movement?

Replies: 114

Views: 36563

Re: Anything changing with circular LoS vs. diagonal movemen

Circular LOS / spell radii is simply an attempt to simulate a false "realism" at the expense of consistency. Euclidean is consistent and more real. Consistency of square LoS is not an argument against euclidean geometry. This is weak argument anyway. Should all items have the same weight ...

dpc

Tuesday, 22nd March 2011, 20:58

Forum: Game Design Discussion

Topic: Anything changing with circular LoS vs. diagonal movement?

Replies: 114

Views: 36563

Re: Anything changing with circular LoS vs. diagonal movemen

zrn wrote:But uh, in all seriousness, square line of sight sounds like the easiest and most suited solution to the los problem, if you could even call it that. It just makes more sense.


This is not an argument against euclidean geometry.

dpc

Tuesday, 22nd March 2011, 12:35

Forum: Game Design Discussion

Topic: Anything changing with circular LoS vs. diagonal movement?

Replies: 114

Views: 36563

Re: Anything changing with circular LoS vs. diagonal movemen

If you start charging variable time for moving from tile to tile, you undermine the entire point of measuring distance by tiles in the first place. If you want realistic Euclidean movement, then you are not going to be well-served by any sort of grid at all. I don't agree. The grid gives some stati...

dpc

Tuesday, 25th January 2011, 22:23

Forum: Game Design Discussion

Topic: Anything changing with circular LoS vs. diagonal movement?

Replies: 114

Views: 36563

Re: Anything changing with circular LoS vs. diagonal movemen

MrMisterMonkey wrote:upsets purists like me (but who cares about them).


I consider myself a puritist too. :) . And current model with mixed movement and LoS is definietly not puritist friendly.

dpc

Tuesday, 25th January 2011, 12:17

Forum: Game Design Discussion

Topic: Anything changing with circular LoS vs. diagonal movement?

Replies: 114

Views: 36563

Re: Anything changing with circular LoS vs. diagonal movemen

galehar wrote:
MrMisterMonkey wrote:True euclidean (...) but would create several other problems.


Which should be easy to fix or are non-issues. ;)

dpc

Tuesday, 25th January 2011, 08:33

Forum: Game Design Discussion

Topic: Anything changing with circular LoS vs. diagonal movement?

Replies: 114

Views: 36563

Re: Anything changing with circular LoS vs. diagonal movemen

MrMisterMonkey wrote:Even then it won't be true euclidean space, even looking past chunky squares and other aliasing silliness; there will still be multiple shortest paths between a whole bunch of pairs of squares, and there is nothing you can do about that.


Could you please elaborate and give some examples?

dpc

Friday, 21st January 2011, 12:22

Forum: Game Design Discussion

Topic: Anything changing with circular LoS vs. diagonal movement?

Replies: 114

Views: 36563

Re: Anything changing with circular LoS vs. diagonal movemen

I just think "square" would fit with how dorky this game really is. If you want real-world type game dynamics, play World of Warcraft. Don't try to get too cute or real with a game that is ultimately based on an 80x43 ASCII box. It can't be done without introducing some weirdness that is ...

dpc

Thursday, 20th January 2011, 17:08

Forum: Game Design Discussion

Topic: Anything changing with circular LoS vs. diagonal movement?

Replies: 114

Views: 36563

Re: Anything changing with circular LoS vs. diagonal movemen

If there is a delay penalty for moving diagonally, but no delay penalty for attacking diagonally, then you have a significant inconsistency in one of the most critical game situations: where a character is wanting to move out of melee range and the monster is wanting to melee the character. That in...

dpc

Thursday, 20th January 2011, 10:20

Forum: Game Design Discussion

Topic: Anything changing with circular LoS vs. diagonal movement?

Replies: 114

Views: 36563

Re: Anything changing with circular LoS vs. diagonal movemen

There are a bunch of reasons why it is a bad idea, and I could name them if anyone is interested. Suffice to say galehar and jpeg are correct in saying it will cause more problems than it would solve. I'm all ears. :) The best way I can illustrate a few of the problems by coming up with a few simpl...

dpc

Wednesday, 19th January 2011, 16:18

Forum: Dungeon Crawling Advice

Topic: DE mages (DEVM) -- so fragile.

Replies: 43

Views: 15589

Re: DE mages (DEVM) -- so fragile.

jackalKnight wrote:It may sound counter-intuitive for Vehumet, but consider trying to get Spider Form on the character. My current DeVm got saved from a very nasty situation based solely on Spider's speed and evade.


How do I get Spider Form?

dpc

Wednesday, 19th January 2011, 09:01

Forum: Game Design Discussion

Topic: Anything changing with circular LoS vs. diagonal movement?

Replies: 114

Views: 36563

Re: Anything changing with circular LoS vs. diagonal movemen

evilmike wrote: There are a bunch of reasons why it is a bad idea, and I could name them if anyone is interested. Suffice to say galehar and jpeg are correct in saying it will cause more problems than it would solve.


I'm all ears. :)

dpc

Wednesday, 19th January 2011, 08:59

Forum: Game Design Discussion

Topic: Anything changing with circular LoS vs. diagonal movement?

Replies: 114

Views: 36563

Re: Anything changing with circular LoS vs. diagonal movemen

What if you're trying to escape from multiple enemies, coming from multiple angles, each having possibly a different speed and maybe even differently ranged attacks? While it's true that probably even with the current system I would try to judge the situation at a glance rather than painstakingly p...

dpc

Tuesday, 18th January 2011, 22:08

Forum: Game Design Discussion

Topic: Anything changing with circular LoS vs. diagonal movement?

Replies: 114

Views: 36563

Re: Anything changing with circular LoS vs. diagonal movemen

Since this probably would have already been implemented except for a vocal minority of people objecting on dubious aesthetic grounds, i think people should be allowed to voice their support for an idea. The fact that approaching enemy vertically is different than approaching it diagonally is what m...

dpc

Tuesday, 18th January 2011, 21:25

Forum: Game Design Discussion

Topic: Anything changing with circular LoS vs. diagonal movement?

Replies: 114

Views: 36563

Re: Anything changing with circular LoS vs. diagonal movemen

ryak wrote:+1 vote for square los.


Not mean to be rude, but who cares about +1's or -1's? It adds nothing to the discussion, really.

dpc

Tuesday, 18th January 2011, 21:22

Forum: Game Design Discussion

Topic: Anything changing with circular LoS vs. diagonal movement?

Replies: 114

Views: 36563

Re: Anything changing with circular LoS vs. diagonal movemen

*shrugs* I guess. It seems like if they made the LOS square then making the diagonal movement cost more will, in effect, not actually affect anything. So, I'm all for more LOS. 'Tever. O_o I think you still have no clue about the problem (or I misunderstand you). Currently LOS is calculated "l...

dpc

Tuesday, 18th January 2011, 21:10

Forum: Game Design Discussion

Topic: Anything changing with circular LoS vs. diagonal movement?

Replies: 114

Views: 36563

Re: Anything changing with circular LoS vs. diagonal movemen

... No, still don't get it. I mean, yeah, diagonally, if the enemy is three diagonal spaces away from you, it takes three turns. But that's the equivalent of it being three horizontal turns away from you. But your LOS is 3 squares diagonally and 6 horizontally. When approaching horizontally you see...

dpc

Tuesday, 18th January 2011, 20:16

Forum: Game Design Discussion

Topic: Anything changing with circular LoS vs. diagonal movement?

Replies: 114

Views: 36563

Re: Anything changing with circular LoS vs. diagonal movemen

The only people "suffering" because of that would be the one that are constantly using tricks with current scheme. That is not true. Knowing that N steps always take the same amount of time, no matter the direction, is worth a lot. Currently, you can look at the grid and count the number ...

dpc

Tuesday, 18th January 2011, 20:08

Forum: Game Design Discussion

Topic: Anything changing with circular LoS vs. diagonal movement?

Replies: 114

Views: 36563

Re: Anything changing with circular LoS vs. diagonal movemen

What's the advantage? If you would like to explore the dungeon fastest possible way try to move diagonally when possible (instead of left, left, left, (...) do left-up, left-down, left-up, etc.). Each diagonal move shows 5 new squares while the normal one shows 3. The autoexplorer does not use this...

dpc

Tuesday, 18th January 2011, 19:17

Forum: Game Design Discussion

Topic: Anything changing with circular LoS vs. diagonal movement?

Replies: 114

Views: 36563

Re: Anything changing with circular LoS vs. diagonal movemen

Personally I don't see a problem with diagonal movement cost being sqrt(2) of normal one. With more precise movement point/action point counting this would eliminate some nonsenses like the fact that dungeon exploration is faster when you always move diagonally. The only people "suffering"...

dpc

Tuesday, 18th January 2011, 14:30

Forum: Game Design Discussion

Topic: Anything changing with circular LoS vs. diagonal movement?

Replies: 114

Views: 36563

Anything changing with circular LoS vs. diagonal movement?

I haven't found any post about it, but I think that the circular LoS/spell range is weird with moving diagonally cost same as moving horizontally/vertically. Is anything discussed to address this?

dpc

Monday, 10th January 2011, 22:44

Forum: Dungeon Crawling Advice

Topic: DE mages (DEVM) -- so fragile.

Replies: 43

Views: 15589

Re: DE mages (DEVM) -- so fragile.

I'm still playing the same Wizard (haven't had that much time recently) and I'm doing extremely well. The one thing that I could do better is to not block Fighting skill at some point. I have cleared the Lair and I'm walking quite easily through Orcish Mines now. Current chardump: http://crawl.devel...

dpc

Monday, 3rd January 2011, 23:01

Forum: Dungeon Crawling Advice

Topic: DE mages (DEVM) -- so fragile.

Replies: 43

Views: 15589

Re: DE mages (DEVM) -- so fragile.

I must say I've started new game with Wizard with a fire book and I'm still playing (Lair 5). I used Meph Clould like I did before but the firepower seems to be much better. And with Fire Bolt + Fireball for 5MP now I'm quite easily dealing with anything that crosses my path. The Blink right from th...

dpc

Friday, 31st December 2010, 16:47

Forum: Dungeon Crawling Advice

Topic: DE mages (DEVM) -- so fragile.

Replies: 43

Views: 15589

Re: DE mages (DEVM) -- so fragile.

colma wrote:try a different background than VM.


I was advised to switch to VM from Cj on IRC one and I must say -- poison + Meptic Cloud are great. What else should I try?

dpc

Friday, 31st December 2010, 16:23

Forum: Dungeon Crawling Advice

Topic: DE mages (DEVM) -- so fragile.

Replies: 43

Views: 15589

Re: DE mages (DEVM) -- so fragile.

lucy_ferre wrote:buff yourself with enchantments, and learn escape spells.


The only problem is you have to find books that provide that. And escaping spells are no help when you're running out of mana and enemies are everywhere.

dpc

Friday, 31st December 2010, 16:20

Forum: Dungeon Crawling Advice

Topic: DE mages (DEVM) -- so fragile.

Replies: 43

Views: 15589

Re: DE mages (DEVM) -- so fragile.

Well, I'm able to deal with early ghosts quite well. Usually being careful I'm able made it to the temple and some levels ahead. Sigmunt is not a problem with Mepthic Cloud.

dpc

Friday, 31st December 2010, 11:44

Forum: Dungeon Crawling Advice

Topic: DE mages (DEVM) -- so fragile.

Replies: 43

Views: 15589

DE mages (DEVM) -- so fragile.

I'm getting frustrated with how easy it is to loose a DE character (but I really want to play it). Most of the time I'm getting killed because I'm overcrowded and running out of MP fast. Sometimes I'm just killed by one powerful enemy -- fast and furious that I'm unable to escape. I was able to get ...

dpc

Friday, 31st December 2010, 11:29

Forum: Suggestions & Criticism

Topic: Error updating realname in Mantis

Replies: 3

Views: 3696

Error updating realname in Mantis

Database query failed. Error received from database was #1267: Illegal mix of collations (latin1_swedish_ci,IMPLICIT) and (utf8_general_ci,COERCIBLE) for operation '=' for the query: SELECT id FROM mantis_user_table WHERE username='Dawid Ciężarkiewicz'. This error happened after I've tried to updat...

Return to advanced search

Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.