Seanbot's coming back idea list
Moderator: Developers
Seanbot's coming back idea list
Well hello.
All these ideas are subjective to my opinion, but I think they're something Egoboo might need.
Targeting: I think the current system of ranged attack is okay, but just a circle around the feet of the current target could help not killing K'Nife with arrows.
A status screen: I know a lot of you are opposed to the idea, but it's something I think about a lot. A lot of the weapons, spells and natural abilities in the game aren't explained very well, and I never actually know which I have or how to use them properly without re-reading the (quite odd) manual at least three times.
I think by holding down both left and right item swap should bring up a status screen. This could include, current armor statistics, current natural abilities, and a list of items. Navigation of the elements should be through arrows, and by holding the left and right swap keys, close the menu again.
Current arguments against this are: Breaking of action, interruption of single computer-multiple player games, leaving the player vulnerable
While these are good arguments, I think by staying out of danger while undertaking this action, (like you would in normal multi player online games) this screen could be a positive thing for game play.
Along with this maybe an item title should appear under the item icon in the UI.
Saving: At the moment saving (for the player) is rather abstract. I think a recognizable and regular save message or screen would help to provide the player with a better understanding of what he/she has saved, and accomplished.
Feel free to tear these ideas apart and threaten me physically, I think they are good ideas, but if you provide reasonable arguments I will concede.
All these ideas are subjective to my opinion, but I think they're something Egoboo might need.
Targeting: I think the current system of ranged attack is okay, but just a circle around the feet of the current target could help not killing K'Nife with arrows.
A status screen: I know a lot of you are opposed to the idea, but it's something I think about a lot. A lot of the weapons, spells and natural abilities in the game aren't explained very well, and I never actually know which I have or how to use them properly without re-reading the (quite odd) manual at least three times.
I think by holding down both left and right item swap should bring up a status screen. This could include, current armor statistics, current natural abilities, and a list of items. Navigation of the elements should be through arrows, and by holding the left and right swap keys, close the menu again.
Current arguments against this are: Breaking of action, interruption of single computer-multiple player games, leaving the player vulnerable
While these are good arguments, I think by staying out of danger while undertaking this action, (like you would in normal multi player online games) this screen could be a positive thing for game play.
Along with this maybe an item title should appear under the item icon in the UI.
Saving: At the moment saving (for the player) is rather abstract. I think a recognizable and regular save message or screen would help to provide the player with a better understanding of what he/she has saved, and accomplished.
Feel free to tear these ideas apart and threaten me physically, I think they are good ideas, but if you provide reasonable arguments I will concede.
Moogirl wrote: [19:47:14] period jokes = not cool
[19:47:23] no wait it's the anus
[19:47:25] wtf
[19:47:46] a cloud cannot have that much blood
- Zefz
- Squirrel Knight (Administrator)
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- Contact:
There have been various UI improvements since Egoboo 2.7.4, when your character is saved may be a lot more obvious than before. Also, birdsey has written a nice quick start manual that sums up everything you need to know to play as quickly as possible.
You can already see pretty detailed statistics and such by pressing special key combos CTRL+1, ALT+1, SHIFT+1 and 1 for example. The in-game menu screen also shows your character, their inventory and a stats with description now. The only thing that's not mentioned at all is character skills, which the player has to dig into the game manual to figure out. (or simply classes.txt)
You can already see pretty detailed statistics and such by pressing special key combos CTRL+1, ALT+1, SHIFT+1 and 1 for example. The in-game menu screen also shows your character, their inventory and a stats with description now. The only thing that's not mentioned at all is character skills, which the player has to dig into the game manual to figure out. (or simply classes.txt)
Simply? The problem I have is I'm not sure quite what they do, or how to use them. As the rouge I turn invisible sometimes. Sometimes maybe when I've stopped, sometimes when I'm moving. I'm not sure what I'm doing, or how the skill works, because sometimes I still get attacked. It's the stats and descriptions of skills/weapons/spells that I think should be shown to the player.
Moogirl wrote: [19:47:14] period jokes = not cool
[19:47:23] no wait it's the anus
[19:47:25] wtf
[19:47:46] a cloud cannot have that much blood
-
- {]-[0{0|307 (Developer)
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- Joined: Wed Jul 23, 2008 4:22 am
- Location: Minnesota, USA
I really don't support your view of the importance of stat numbers. In all reality they aren't very useful at all.
Zefz has developed a text-based system that breaks the range of stats into a variety of descriptions, and I would suggest that we implement this across the game so that no numbers are reported to the player at all.
Zefz has developed a text-based system that breaks the range of stats into a variety of descriptions, and I would suggest that we implement this across the game so that no numbers are reported to the player at all.
I concur (ooh fancy) I think that is an excellent idea. But some of the abilities could be helpful.
I think the story is a main driver in Egoboo, so how about this;
Say if the weapon has a poison splash effect, and is not that powerful.
If we write a description of it we could end up with something like:
[Description]
This sword plunged into the heart of a Grub Mother, was reduced to a dagger by the creature's acid.
[Effect]
A cloud of pestilence follows this blade.
[Power]
As a dagger, it's not that useful.
I think the story is a main driver in Egoboo, so how about this;
Say if the weapon has a poison splash effect, and is not that powerful.
If we write a description of it we could end up with something like:
[Description]
This sword plunged into the heart of a Grub Mother, was reduced to a dagger by the creature's acid.
[Effect]
A cloud of pestilence follows this blade.
[Power]
As a dagger, it's not that useful.
Moogirl wrote: [19:47:14] period jokes = not cool
[19:47:23] no wait it's the anus
[19:47:25] wtf
[19:47:46] a cloud cannot have that much blood
-
- {]-[0{0|307 (Developer)
- Posts: 1864
- Joined: Wed Jul 23, 2008 4:22 am
- Location: Minnesota, USA
There are too many files to modify for that and the enchant system (what would actually make sticky effects) is not organized by "poison" per se. All you know is that the effect has so much life drain and tints you such and such a color.
It is the conventions of the devs that have made green be poison (and red is slow, I think, is blue ice???)
It is the conventions of the devs that have made green be poison (and red is slow, I think, is blue ice???)
It was just an idea to bounce of, but that dynamic story built out of bits is the kind of thing Egoboo has done (mainly the random story generator on the website)
Moogirl wrote: [19:47:14] period jokes = not cool
[19:47:23] no wait it's the anus
[19:47:25] wtf
[19:47:46] a cloud cannot have that much blood
-
- {]-[0{0|307 (Developer)
- Posts: 1864
- Joined: Wed Jul 23, 2008 4:22 am
- Location: Minnesota, USA
Yeah, actually your idea is pretty sound. I thought maybe it was a bit different.
There could be a "sage" character that you could go to that could describe weapons this way? That sounds like a plan! But It wouldn't be able to do so with the current system.
Another option would be to have messages display on the screen if the character fumbles or gets a critical that would be something like what you have there. Since it would be implemented in the source, it could be quite detailed.
There could be a "sage" character that you could go to that could describe weapons this way? That sounds like a plan! But It wouldn't be able to do so with the current system.
Another option would be to have messages display on the screen if the character fumbles or gets a critical that would be something like what you have there. Since it would be implemented in the source, it could be quite detailed.
- penguinflyer2222
- Queen Penguin (Senior Member)
- Posts: 6614
- Joined: Wed Jul 23, 2008 1:51 am
How so? The way the arrows are shot I thought they would designate a target, unless the target is designated during shooting?
That would require a change, adding something to the event loop I assume (look I did a little of SDL and know I think i know everything), how much of a revamp are we looking at?
That would require a change, adding something to the event loop I assume (look I did a little of SDL and know I think i know everything), how much of a revamp are we looking at?
Moogirl wrote: [19:47:14] period jokes = not cool
[19:47:23] no wait it's the anus
[19:47:25] wtf
[19:47:46] a cloud cannot have that much blood
-
- {]-[0{0|307 (Developer)
- Posts: 1864
- Joined: Wed Jul 23, 2008 4:22 am
- Location: Minnesota, USA
the target is chosen when the arrow particle is created. we could maybe create another script function that would let the script specify a particle target. But then you would have to make the arrow work by holding down the action button to "charge" the arrow (and this is where you would see the targeting effect) and releasing the button to fire it.
Or the other option, taking up more cycles, is if a ranged weapon is in hand, determine a target in each frame, then draw the circle.
Though your method would take less processing.
Where are we at with the efficiency of the Egoboo engine anyway? Is there any problem points?
I know it's designed to run on less able computers, is that built into the engine, or is it from using content like the low poly models, and using particles instead of candles?
Though your method would take less processing.
Where are we at with the efficiency of the Egoboo engine anyway? Is there any problem points?
I know it's designed to run on less able computers, is that built into the engine, or is it from using content like the low poly models, and using particles instead of candles?
Moogirl wrote: [19:47:14] period jokes = not cool
[19:47:23] no wait it's the anus
[19:47:25] wtf
[19:47:46] a cloud cannot have that much blood