Improve deck UI


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Pandemonium Purger

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Joined: Thursday, 16th April 2015, 22:39

Post Friday, 22nd May 2015, 01:38

Improve deck UI

In particular, let the player view what cards do straight from the deck's description screen. It should take into account the deck ornateness (because from what I understand, power level 0, 1, or 2 is determined by deck type.) Flavor text should be in another color or placed separately. Retaining the =, v, d, and i hotkeys for decks is important. One way to do this is to make decks more like spellbooks, but map the card types to 1, 2, 3, 4, 5, and so on, instead of a, b, c, d, e, f. Alternatively, there can be a separate scrollable menu accessible from the description screen in the following way:
  Code:
You can (=)adjust, e(v)oke, (d)rop or (i)nscribe the deck of cards.
You can review the effect each (c)ard would have when drawn from this deck.


Also, take out this line:
  Code:
Drawn card(s): the Illusion, Fortitude, the Blade...

because this information is irrelevant, since previously drawn cards tell you nothing about later cards.

Dedicated Nemelex worshipers figure out the card effects eventually anyway, so there's little point to hiding them initially. In any case, you can read individual card descriptions when you Triple Draw, so it's not really hidden at all, just nastily inaccessible.

For this message the author Pollen_Golem has received thanks: 6
all before, and into, Arrhythmia, duvessa, rockygargoyle, Sandman25
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Zot Zealot

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Post Friday, 22nd May 2015, 05:47

Re: Improve deck UI

I'd like this in theory, but remember:

* The "Drawn cards" line is relevant when you are drawing from an unidentified deck.
* Remember that you can draw oddity cards from any deck.

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Pollen_Golem

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Post Friday, 22nd May 2015, 07:18

Re: Improve deck UI

chequers wrote:* The "Drawn cards" line is relevant when you are drawing from an unidentified deck.
Identify decks after one draw instead of two

For this message the author duvessa has received thanks: 6
Arrhythmia, braveplatypus, chequers, Pollen_Golem, rockygargoyle, Sandman25
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Pandemonium Purger

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Post Saturday, 23rd May 2015, 05:41

Re: Improve deck UI

chequers wrote:* Remember that you can draw oddity cards from any deck.

That exact line can be put in the deck interface menu, if it's important.
To see oddity cards, the deck interface can be slightly expanded with one extra line:

  Code:
You can (=)adjust, e(v)oke, (d)rop or (i)nscribe the deck of cards.
You can review the effect each (c)ard would have when drawn from this deck.
You can review the effects of cards drawn from (a)ny kind of deck.


Pressing o while in the deck interface will bring up another menu, like this:
  Code:
Decks
a - Deck of oddities
(Note: every card, from any deck, has a 1% chance of coming from the deck of oddities.)
b - Deck of punishments
(Note: whenever Deal Four is used on a deck with less than 4 cards remaining, a card is drawn from the deck of punishments.)
c - Deck of war
d - Deck of destruction
e - Deck of escape
f - Deck of changes

Select a deck to read descriptions of the cards it can produce.
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Pandemonium Purger

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Post Friday, 5th June 2015, 00:07

Re: Improve deck UI

chequers wrote:* The "Drawn cards" line is relevant when you are drawing from an unidentified deck.


This may even be the case now, but that line should be part of the deck 'name' instead of being in its description, like this:
* x - a plain deck of cards {drawn: Elixir}
rather than this, which really would necessitate having that line in the description:
* x - a plain deck of cards {drawn: 1}
But decks should really identify after just 1 draw, as per duvessa's recommendation - why is that not the case yet?

Dungeon Master

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Post Friday, 5th June 2015, 01:20

Re: Improve deck UI

Pollen_Golem wrote:In particular, let the player view what cards do straight from the deck's description screen.

This is an existing TODO, but is technically difficult because of how crawl's UI works. Patches welcome!

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