Archived from groups: rec.games.roguelike.development,rec.games.roguelike.misc (
More info?)
"ABCGi" <abcgi@yahoo.com> wrote in message
news:42a6e9af$0$18636$14726298@news.sunsite.dk...
[...]
I've got some additional keyboard command suggestions:
> Some keyboard interface comments;
> * g - get, then g again to get everything including all coins.
If there's only 1 item on the floor, it should automatically pick that item
up without going to the screen.
> * when picking up and press 'd' for 8 arrows, pressing d again
> will grab all (rather than just ENTER grabs all, also SPACE should
> grab all).
[...]
> * Space to do same as ENTER?
Space should also be a confirm command.
In addition, if it is gold you are picking up, you should assume you want to
pick up all of the gold without prompting the player. As an addition to the
previous comment, if you are picking up only one stack of items, you should
prompt in the message buffer rather than in its own screen.
> * 1,2,3,4 should switch between characters (but numpad/numlock issue).
> Or TAB to toggle through members.
Definitely agree with TAB to toggle chars. You can also use CTRL + number to
select that char. My main suggestion throughout is to give quickly
accessible keys to commands the player will be using often. As an addendum
to this, in many strategy games or group-based RPGs, '=' selects all-- you
should have this in addition to '*' in prompts, or instead of it. Also,
Enter/Space should not cancel the select command, but act as a default
/select all/.
In spirit of keeping the commonly used commands quickly accessible, you
should use lower case 'o' for Order instead of upper case, or have both.
> * an overlap key mapping window which intelligently places itself
> out of the way, can be toggled off and is scrollable (nice to have).
Too much work
> * w - wield, should be wield/wear as wielding a cloak meaning wearing
> it makes no sense (or W for wear)... or ...
Keep w for universal wield/wear, but just change the message returned to the
user (minor amount of work
. Leave the universal key rather than adding W
for wear and making w for wield-- if anything just have 'w' and 'W' do the
same thing.
> * u - use, if no special use try for equipping rather than say no
> special use. I should be able to use a tunic and wear it for example?
> Maybe not.
This automatically nullifies your options of giving special abilities you
can /use/ to items that can also be worn.
> * a rest till healed/rest till magicked up is needed. HP and MP do not
> recover through waiting? Intended?
Although it bugs me that HP/MP do not recover, I see how it adds a different
playing style
> * q - quit wielding is not a good key choice IMO.
Make it 'r' for "remove".
> * Some good convenient keys exist, more work needed on the others.
> * 'I' and inspecting your own inventory should say "You are carrying "
> not "They are carrying "
Agreed.
> * Using '/' to look around and pressing space moves the cursor to
> top left till press another key?
This is a pretty unintuitive choice for this command, why not the accepted
standards of 'x' or 'l'?
> * Would prefer '@' brought up party stats rather than 'P', or an
> individuals "card" (stats, plus equipment, plus inventory or
> something detailed like that). Currently does map cheat.
Agreed. '@' actually crashes my game
> * Turn off all cheats!
??
> Other comments;
> * "O G" artifact on start up screens.
I don't really know what this means-- but what does happen to me is that if
you move the game to another directory the display will get screwed up!
> * Lots of work to get into each game, a quick start or some
> streamlining/
Actually, it's pretty quick and intuitive to get it started, I have no
problems with it.
> * An ADoM style equip screen where I can press the letter of
> each slot and pick an item for it.
This is good but it's a luxury rather than a necessity
> * Strange text based start "town" - different, very IF, have
> not decided if I like it. One thing an "overmap" does is give
> world a feeling of breadth.
I'm guessing IF stands for some game. I'd actually like the town to be in
traditional RL format rather than text-based, but I got used to it.
One comment: I guess your town selection code automatically uses letters as
numerators, but at least for the "Switch to another character command" menu
you should use numbers (so it plays the same way as the rest of the game).
> * Distro should not be install.zip, it should include ver no
> and product name.
> * A single keyset.txt that I can have open in another window (I
> like that the keyset comes up straight after ?)
Agreed.
> * When first person enters stairs option should come up - all
> leave? - rather than forcing the individual leaving (annoying
> and it is not obvious the keys you mentioned earlier). Capital
> 'Y' could mean all leave.
This is a must, would make it much better. There are some design issues with
this, however: 1) All it takes to be home free under this design is that ONE
character reaches the stairs. 2) If you try to solve this and have the
characters try to make their way towards the stairs as if ordered, there's
also another issue: reassigning the leader (you shouldn't force-move the
leader!).
> * Display AC/damage or something on main screen so I can see
> effect of changing armour, or equipping new weapon etc. Or at
> least a msg about what changed "Willow equips the orc shield
> and his blahblah goes from blate to blagh".
Yes, I second the notion of displaying it in the main armor.
> * Examination screen should toggle msg area at bottom as you
> flip through items rather than goto blank screen for each
> description.
Agreed.
> * Be able to name other party members, or randomise their names.
> Perhaps based on their random starting rolls - so you roll a
> certain combo the rogue is always named "Doobie" which reminds
> you it is a very weak character who is very fast or "Conan"
> would be a warrior is very Strong but dumb. Names would have to
> be recognisable/mythical whatever...
I agree with all this. But if you want to make the randomization easy for
you, just pick from a small array of preset names. It's very easy to
program, and a little randomization goes a long way
.
> * x2 when the same msg is displayed twice in two turns so you
> can tell for sure you are still being hit
> "A crude spear hits you. x2" - or change colour or something.
Agree with the x2 idea.
> * Not being able to fire over others limits group work, should
> just add risk of friendly fire? Or maybe its more tactical this
> way... game play balance issue... but seems wrong to just say
> you can't do it.
I think you should be able to shoot over friendlies. MAYBE have a critical
miss scenario where you can hit a friendly.
> * Assume everyone camps when using stairs? Or just down stairs
> for first time...
Huh?
> * Brighter light (white) for what active character sees than
> group vision?
Could work, but not required.
> * Current depth should be on main screen.
> * Restart game rather than quit out on death.
> * High score table.
Yes, yes, yes.
> LIMPING condition is cool. Sneaking is cool. Stepping is
> interesting. Auto melee/missile switching is cool (having a
> missile and melee slot is very important to me). The light
> issue is interesting. The AI is interesting.
Agreed.
Overall an excellent game. It's very important, though, for you to make the
often-used commands quickly accessible, as described above. Also:
Please, please, PLEASE allow me to sell the junk I pick up! Selling junk is
a staple of RLs, nay, RPGs. Also, since you make the choice to not allow
automatic HP/MP regeneration, gold is actually useful/needed to buy potions.
Thanks, and keep up the great work.
--Nolithius