Snake Sneak
Posts: 106
Joined: Sunday, 1st January 2012, 01:28
Idea: noise indicator
So, what if there were a "noise indicator" on the GUI? One idea might be to have a histogram of the last 10 turns, scaled to the ambient noise of the floor?
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Snake Sneak
Posts: 106
Joined: Sunday, 1st January 2012, 01:28
Abyss Ambulator
Posts: 1244
Joined: Thursday, 10th March 2011, 19:45
Tartarus Sorceror
Posts: 1776
Joined: Monday, 21st February 2011, 15:57
Location: South Carolina
Cocytus Succeeder
Posts: 2297
Joined: Saturday, 14th April 2012, 21:35
Vaults Vanquisher
Posts: 451
Joined: Sunday, 11th September 2011, 00:07
jejorda2 wrote:Replace the on-screen player hp bar and mp bar with a last turn and last 10 turn noise bar? With the numbers right there, I never look at the bar graphs.
Tartarus Sorceror
Posts: 1776
Joined: Monday, 21st February 2011, 15:57
Location: South Carolina
Dungeon Master
Posts: 3618
Joined: Thursday, 23rd December 2010, 12:43
Dungeon Master
Posts: 4031
Joined: Thursday, 16th December 2010, 20:37
Location: France
Cocytus Succeeder
Posts: 2297
Joined: Saturday, 14th April 2012, 21:35
galehar wrote:you already get the shouting feedback
Dungeon Master
Posts: 4031
Joined: Thursday, 16th December 2010, 20:37
Location: France
Psieye wrote:Information on ambient noise in branches is also missing - if the concept was introduced somewhere then people could be expected to figure out that Lair is loud whereas Crypt is quiet but right now it's a spoiler-only concept.
Barkeep
Posts: 4435
Joined: Tuesday, 11th January 2011, 12:28
galehar wrote:I think the last time this was brought up, the consensus was more about removing branch-specific ambient noise rather than document it.
Cocytus Succeeder
Posts: 2297
Joined: Saturday, 14th April 2012, 21:35
njvack wrote:Beyond that, "You hear a shout! You hear an angry hiss!" is pretty good feedback that you just did something noisy.
Crypt Cleanser
Posts: 720
Joined: Friday, 7th January 2011, 01:43
duvessa wrote:Christ, you can't remove anything without tavern complaining about it.
Abyss Ambulator
Posts: 1244
Joined: Thursday, 10th March 2011, 19:45
Halls Hopper
Posts: 82
Joined: Thursday, 7th February 2013, 19:05
Snake Sneak
Posts: 106
Joined: Sunday, 1st January 2012, 01:28
Snake Sneak
Posts: 100
Joined: Friday, 30th September 2011, 07:08
Crypt Cleanser
Posts: 747
Joined: Friday, 6th January 2012, 12:30
Vestibule Violator
Posts: 1508
Joined: Monday, 21st November 2011, 07:40
Wahaha wrote: After a player has learned how much noise actions make (this isn't hard if you actually pay attention to how much noise your actions make. You can easily tell how much noise melee fighting makes after 1 game)
Dungeon Master
Posts: 1531
Joined: Saturday, 5th March 2011, 06:29
byrel wrote:(It obviously can't be too precise; with blink, echolocation is possible and grindy.)
Halls Hopper
Posts: 82
Joined: Thursday, 7th February 2013, 19:05
mumra wrote:Clearly Bat Form should get an echolocation ability.
Tartarus Sorceror
Posts: 1888
Joined: Saturday, 9th July 2011, 20:57
siggboy wrote:That actually sounds like a good idea (no pun intended).mumra wrote:Clearly Bat Form should get an echolocation ability.
Oh, and do "pwnage" weapons really make more noise? There's no in-game hint of that fact either.
Dungeon Master
Posts: 4031
Joined: Thursday, 16th December 2010, 20:37
Location: France
Slime Squisher
Posts: 375
Joined: Sunday, 15th January 2012, 16:59
Barkeep
Posts: 4435
Joined: Tuesday, 11th January 2011, 12:28
galehar wrote:It's not that simple. Monsters make noise too. Should we only display player's noise?
Dungeon Master
Posts: 4031
Joined: Thursday, 16th December 2010, 20:37
Location: France
One-Eyed Jack wrote:Well, the fireball spell (for example) already has a noise listed in its description, which is separate from the noise it causes at the point of impact (I assume). The idea, I assume, it to generalize the spellcasting noise descriptors to other actions, and make them apparent in the basic view screen.
Slime Squisher
Posts: 375
Joined: Sunday, 15th January 2012, 16:59
Halls Hopper
Posts: 82
Joined: Thursday, 7th February 2013, 19:05
Cocytus Succeeder
Posts: 2297
Joined: Saturday, 14th April 2012, 21:35
siggboy wrote:There could also be a representation of external noises (compass, heat map, something along these lines).
Halls Hopper
Posts: 82
Joined: Thursday, 7th February 2013, 19:05
Psieye wrote:Too much detail, the player doesn't need to know all this detail. A little extra added to the "you hear a shout [from SE]" to bring it up to what we get with alarm traps would be nice, but nothing extravagant along your lines.siggboy wrote:There could also be a representation of external noises (compass, heat map, something along these lines).
Likewise, the player damn well ought to be able to estimate how noise travels with regards to walls and such. The whole reason the noise engine is sophisticated is to replicate intuitive noise travel that doesn't need spoiling.
Vestibule Violator
Posts: 1567
Joined: Friday, 21st January 2011, 22:56
Psieye wrote:A little extra added to the "you hear a shout [from SE]" to bring it up to what we get with alarm traps would be nice
Psieye wrote:Likewise, the player damn well ought to be able to estimate how noise travels with regards to walls and such. The whole reason the noise engine is sophisticated is to replicate intuitive noise travel that doesn't need spoiling.
Cocytus Succeeder
Posts: 2297
Joined: Saturday, 14th April 2012, 21:35
Dungeon Master
Posts: 4031
Joined: Thursday, 16th December 2010, 20:37
Location: France
Galefury wrote:I should probably at least make a patch that has all the fixes I did, like missing silence checks and stuff like that.
Cocytus Succeeder
Posts: 2297
Joined: Saturday, 14th April 2012, 21:35
galehar wrote:I'd say only a line in the status area showing the maximum noise level heard by the player during the last turn, using the same adjectives as in the spell description. Eg: Noise: Very Loud
Vestibule Violator
Posts: 1508
Joined: Monday, 21st November 2011, 07:40
Halls Hopper
Posts: 82
Joined: Thursday, 7th February 2013, 19:05
Barkeep
Posts: 4435
Joined: Tuesday, 11th January 2011, 12:28
Vestibule Violator
Posts: 1500
Joined: Monday, 3rd January 2011, 17:47
galehar wrote:One-Eyed Jack wrote:Well, the fireball spell (for example) already has a noise listed in its description, which is separate from the noise it causes at the point of impact (I assume). The idea, I assume, it to generalize the spellcasting noise descriptors to other actions, and make them apparent in the basic view screen.
No, the noise description take into account the explosion.
Return to Game Design Discussion
Users browsing this forum: No registered users and 110 guests