Mines Malingerer
Posts: 51
Joined: Tuesday, 5th August 2014, 06:02
Return the jump ability to felids
- For this message the author EugeneJudo has received thanks:
- Bloax
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Mines Malingerer
Posts: 51
Joined: Tuesday, 5th August 2014, 06:02
Barkeep
Posts: 4435
Joined: Tuesday, 11th January 2011, 12:28
the commit log wrote:The ability never worked particularly well in its original form. Its original intent was to combine attacking and translocation, but because it ended up being a low-level ability, the attack become only a tool to ensure the repositioning wasn't brokenly powerful rather than a meaningful thing by itself. This was particularly true for stabbing, which had to be disabled in jump-attack so that it didn't break stealth. Boots of jumping never saw much use, and while there are a few fans of felid jumping, that species already has tremendously good positioning ability.
The shadow-step ability with Dithmenos uses the core jump-attack targeting code and is similar to jump-attack in many ways. So fans of jump-attack can worship Dith to get an ability that works better in general because of shadow-step's very specific (and non-annoying) targeting restrictions, its better range, and its not having awkward compromises from trying to combine attack with movement on a ability requiring no investment.
Despite the shared code with shadow-step, a lot of the code most in need of refactoring was simply removed, including the interactions with melee-attack. I enjoyed coding jump-attack back when I was learning the codebase, especially finally figuring out the difficult direction UI code. But now that the feature has evolved into something better, I'm happy to see all this code and bad gameplay go the way of item destruction. rip in peace.
Mines Malingerer
Posts: 51
Joined: Tuesday, 5th August 2014, 06:02
njvack wrote:For what it's worth:the commit log wrote:The ability never worked particularly well in its original form. Its original intent was to combine attacking and translocation, but because it ended up being a low-level ability, the attack become only a tool to ensure the repositioning wasn't brokenly powerful rather than a meaningful thing by itself. This was particularly true for stabbing, which had to be disabled in jump-attack so that it didn't break stealth. Boots of jumping never saw much use, and while there are a few fans of felid jumping, that species already has tremendously good positioning ability.
The shadow-step ability with Dithmenos uses the core jump-attack targeting code and is similar to jump-attack in many ways. So fans of jump-attack can worship Dith to get an ability that works better in general because of shadow-step's very specific (and non-annoying) targeting restrictions, its better range, and its not having awkward compromises from trying to combine attack with movement on a ability requiring no investment.
Despite the shared code with shadow-step, a lot of the code most in need of refactoring was simply removed, including the interactions with melee-attack. I enjoyed coding jump-attack back when I was learning the codebase, especially finally figuring out the difficult direction UI code. But now that the feature has evolved into something better, I'm happy to see all this code and bad gameplay go the way of item destruction. rip in peace.
Mines Malingerer
Posts: 51
Joined: Tuesday, 5th August 2014, 06:02
Ziggurat Zagger
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Crypt Cleanser
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