Search found 20 matches

Friday, 17th April 2020, 20:05

Forum: Game Design Discussion

Topic: Change shopping list behavior toward duplicate items

Replies: 6

Views: 2759

Re: Change shopping list behavior toward duplicate items

VeryAngryFelid wrote:Or "50% discount if you also give me a potion of heal wounds along with gold" etc.


"Sure, I'll give you two oxen, a spare wagon yoke, and a wand of paralysis (16) in exchange for 5 potions of heal wounds, a phial of floods, and 4 boxes of bullets. What do you say?"

Sunday, 29th March 2020, 06:25

Forum: Game Design Discussion

Topic: Change shopping list behavior toward duplicate items

Replies: 6

Views: 2759

Re: Change shopping list behavior toward duplicate items

When you buy an item from a shop, duplicate items which are on your shopping list are removed from it. This behaviour when buying a duplicate consumable is clearly wrong. FWIW, this much appears to me to be a bug. The code that removes purchased items from the shopping list has an if() around it wi...

Saturday, 28th March 2020, 23:46

Forum: Game Design Discussion

Topic: Change shopping list behavior toward duplicate items

Replies: 6

Views: 2759

Change shopping list behavior toward duplicate items

If I'm in a shop and I add, say, for example, a box of beasts to my shopping list, and there's another box of beasts in the same shop, it adds *both* boxes of beasts to my shopping list at the same time. However, it only shows *one* when I look at the actual shopping list, so if I want to remember t...

Friday, 27th March 2020, 22:08

Forum: Game Design Discussion

Topic: Name 10-aut units, or do away with them and just count auts

Replies: 21

Views: 8839

Re: Name 10-aut units, or do away with them and just count a

I'm playing Stoat Soup right now (being a faerie dragon is fun and they are pretty!) and I just noticed that in the spell description for its version of Regeneration (which still exists in Stoat in a modified form), it references "per turn" in a way that I am about 95% confident has got to...

Thursday, 26th March 2020, 06:29

Forum: Game Design Discussion

Topic: Name 10-aut units, or do away with them and just count auts

Replies: 21

Views: 8839

Re: Name 10-aut units, or do away with them and just count a

Anybody mind if I revive this discussion? It seems like there is an awful lot of support for just doing away with decimal points and making auts the *only* single unit of time used, no? And, as well, for renaming them to something like "ticks." You're probably not asking yourself "I w...

Monday, 24th February 2020, 18:43

Forum: Game Design Discussion

Topic: Name 10-aut units, or do away with them and just count auts

Replies: 21

Views: 8839

Re: Name 10-aut units, or do away with them and just count a

Yes, possibly. The best would be a very short word that doesn't need shortening. (The only one I can think of right now would be "beat", which might be just as opaque). What about a "tick"? "Beat" sounds a little weird and ambiguous, I agree, but I think that for most ...

Sunday, 23rd February 2020, 20:26

Forum: Game Design Discussion

Topic: Name 10-aut units, or do away with them and just count auts

Replies: 21

Views: 8839

Re: Name 10-aut units, or do away with them and just count a

I wonder if it makes sense to use the word "aut" in general. "Arbitrary unit of time"? That's not readable, just call them Time Units, or something simpler. I like that too, not a bad idea. "TUs" for short? I find definitions like "attack delay" and "mov...

Saturday, 22nd February 2020, 18:58

Forum: Game Design Discussion

Topic: Name 10-aut units, or do away with them and just count auts

Replies: 21

Views: 8839

Name 10-aut units, or do away with them and just count auts

Hello, It is very confusing to new players, and to a certain degree even to experienced players, that the standard "1.0" unit of time has no name. It is especially confusing not only because it does not have a name, but because it is very easy to incorrectly assume it must be a "turn,...

Monday, 10th February 2020, 19:49

Forum: Game Design Discussion

Topic: Simplification of felid extra-lives mechanics

Replies: 19

Views: 6009

Re: Simplification of felid extra-lives mechanics

Also, I would disallow wands again. Ouch! Wands have *really* helped my cattos out in a lot of situations... Except, I'm afraid, your proposal _does_ have that nonsense, or something very akin to it - because when I'm in the NoRevive state but have at least one earned life, I am effectively "o...

Sunday, 9th February 2020, 19:52

Forum: Game Design Discussion

Topic: Simplification of felid extra-lives mechanics

Replies: 19

Views: 6009

Re: Simplification of felid extra-lives mechanics

An issue with restoring your revive upon leveling up, whether you take away the XP progress or not, is that each XL is more expensive than the last. This means you're incentivized to keep your XL low, so that you can get your revive back faster if you die. I'm not sure whether I agree that that's m...

Friday, 7th February 2020, 19:56

Forum: Game Design Discussion

Topic: Simplification of felid extra-lives mechanics

Replies: 19

Views: 6009

Re: Simplification of felid extra-lives mechanics

Thanks for all the feedback! Here's one idea: when you die, your progress to the next XL is set to 0%. You need to gain an XL to lose the NoRevive status. a. This would be a variable death cost based on how close to leveling up you are. I'm not sure that's a big problem, but it is a little odd Inter...

Friday, 7th February 2020, 04:26

Forum: Game Design Discussion

Topic: Simplification of felid extra-lives mechanics

Replies: 19

Views: 6009

Simplification of felid extra-lives mechanics

Hi all, With all respect to anyone who contributed to, or is a fan of, the current extra-lives mechanics for felids, I personally feel and submit that they are overly complicated, which causes both 1) confusing, difficult-to-understand source code, and 2) players being confused trying to understand ...

Tuesday, 23rd July 2019, 22:52

Forum: Game Design Discussion

Topic: Monster threat level summary in offline tiles

Replies: 21

Views: 8074

Re: Monster threat level summary in offline tiles

Can the grey boxes be confused with staircases? Not in my opinion. A staircase has quite a bit of definition that sets it apart from the grey boxes. Also, I suspect many players will be enabling only "tough" and "nasty" or perhaps even only the "nasty" indicators, omit...

Tuesday, 23rd July 2019, 21:43

Forum: Game Design Discussion

Topic: Monster threat level summary in offline tiles

Replies: 21

Views: 8074

Re: Monster threat level summary in offline tiles

Reviving this thread, as I've been issued several reminders, from various sources, that this is a feature I am far from alone in wanting incorporated into offline tiles. I would really like to move forward on this. I feel "done" with trying out different styles and versions, and my big &qu...

Wednesday, 10th July 2019, 17:08

Forum: Game Design Discussion

Topic: Monster threat level summary in offline tiles

Replies: 21

Views: 8074

Re: Monster threat level summary in offline tiles

Re. using four bits, if you have four possible indicators, you only need to use two bits (00: trivial, 01: easy, 10: tough: 11: nasty), unless you also want to allow for not showing an indicator at all, in which case you'd need three bits. That's what I was thinking at first, but then it seemed to ...

Wednesday, 10th July 2019, 16:50

Forum: Game Design Discussion

Topic: Monster threat level summary in offline tiles

Replies: 21

Views: 8074

Re: Monster threat level summary in offline tiles

Well, so far the consensus seems to be "Opinions are all over the place about what looks good and what doesn't." :lol: Re. using four bits, if you have four possible indicators, you only need to use two bits (00: trivial, 01: easy, 10: tough: 11: nasty), unless you also want to allow for n...

Tuesday, 9th July 2019, 22:30

Forum: Game Design Discussion

Topic: Monster threat level summary in offline tiles

Replies: 21

Views: 8074

Re: Monster threat level summary in offline tiles

I'm trying another idea based on Implojin's encouragement of an "aura." I created some icons similar to the friendly/neutral indication halos, but square-shaped instead of circular. Screenshots following: All indicators enabled: https://i.ibb.co/P6tRZd1/2019-07-09-151915-1366x768-scrot.png...

Monday, 8th July 2019, 22:25

Forum: Game Design Discussion

Topic: Monster threat level summary in offline tiles

Replies: 21

Views: 8074

Re: Monster threat level summary in offline tiles

The existing four icons are used to display detected enemies in range which are not visible (for Ashenzari disciples) and only really work because you do not actually see the enemy they are representing. For that purpose, they do work. For your contribution, they likely won't work. Thanks for point...

Monday, 8th July 2019, 18:28

Forum: Game Design Discussion

Topic: Monster threat level summary in offline tiles

Replies: 21

Views: 8074

Re: Monster threat level summary in offline tiles

Thank you both for the feedback! 3) Putting this at the top of the monster tile seems better. Monster HP bars are already shown at the bottom, and have similar colors. Having the two adjacent would lead to visual confusion: "Is that monster high-threat, or does it just have a sliver of red HP?&...

Sunday, 7th July 2019, 17:55

Forum: Game Design Discussion

Topic: Monster threat level summary in offline tiles

Replies: 21

Views: 8074

Monster threat level summary in offline tiles

When playing console or webtiles, a list of monsters in view is present at the bottom-right portion of the screen, color-coded for approximated threat level (dark grey for "trivial" or "harmless", light grey for "easy", yellow for "tough" or "dangerous&qu...

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