Slime Squisher
Posts: 395
Joined: Wednesday, 6th July 2016, 02:40
Expand inventory, Regularize spellcast macros
and restriction in item slots don't give any improvements or conveniences in gameplay.
So, I suggest to expand inventory slots by dividing inventory to subcategories.
I think this could be understood in the same context as the removal of item weights.
Then the whole inventory slot could be divided into:
1) Equipments. (weapons, staves, armours, rings/amulets, ammunitions)
2) Consumables. (potions, scrolls, foods)
3) Evocables. (wands, rods, miscs, decks)
4) Books. (books, manuals)
All subcategories have equal limit of 52 slots (a~Z), therefore total limit of item slots would be 208.
The in-game UX would be:
1) If player press 'i', they will see screen like
Equipments / Consumables / Evocables / Books
Weapons
a - +7 lajatang of speed
Armours
b - quicksilver dragon scales
c - -2 hat of the Alchemist
d - ...
The inventory slot is initially focused on subcategory of equipments,
and you can tab (or other key, whatever) to pass into:
Equipments / Consumables / Evocables / Books
Potions
a - 36 potions of curing
b - 11 potions of heal wounds
Scrolls
c - 7 scrolls of identify
...to see only consumables. You can also click the title of subcategory to directly go there.
2) UX from '=' (changing index), '}' (inscription), 'd' (drop) would work same as 'i'.
3) There won't be any problem with 'q', 'r', 'v', 'W', 'T', 'R', 'P'.
2. Crawl's spellcasting UX is okay in standards of Roguelike games, but it is indeed awful compared to recent RPG games.
I usually register macros of casting spell to upper numpads (they are indepedent with right numpad keys):
1 - Za / 2 - Zb / 3 - Zc / 4 - Zd / 6 - Zf / 7 - Zg / ...
These make my games with spellcasters very comfortable.
So, how about officially introduce these macros from the initial settings?
Edit: fixed typos
Done 15-rune wins with all playable species, backgrounds, gods!