Archived from groups: rec.games.roguelike.development (
More info?)
Christophe <chris.cavalaria@free.fr> wrote:
> It's not only the number of keypresses. I'm sure there are a lot of
> computer users who would rather keep their hands on the arrow keys most
> of the time because they would be more efficient like that. If you give
> them a way to play your roguelike that way, you might have a novice
> friendly user interface which doesn't harms advanced users. All that
> without excessive config options
Arrow keys, blech. I prefer never to touch them. Hence it is necessary
to allow the user to map the keys as they choose, and my personal keymap
will use hjklyubn for directional control. Those keys are much closer to
the other commands on that side of the keyboard.
I know people who cringe at those letter controls, so I'm not going to
force anyone to use them, but for my own enjoyment, it is imperative
that the option be available.
Anything which requires arrow keys will harm my enjoyment. Not cripple,
but harm. (Diablo's UI crippled/killed whatever enjoyment the game may
have otherwise offered me.)
> Why would bringing up the invlist be a problem if you already know the key ?
The newbie-friendly UI settings require "enter" to choose the
cursor-selected item once you're in the invlist. This is an extra
keypress over just the letter.
> I would advise against such behaviour. It's annoying for everybody.
> Don't assume that novices always want confirmation for their actions.
<snip>
> Choice is good, too much options on the other hand can be bad. I'm sure
> novices can handle a system with no confirmation to select an inventory
> item.
I'm not suggesting a confirmation box (horrible things), just a "jump to
letter" function in addition to the directional keys (see below).
> Always propting the user if he's right isn't a good UI practice
> anyway. Instead, you should move the cursor cursor with the arrow keys
> and select the item with enter key.
This is precisely what the newbie-friendly UI settings do. As a further
optimisation over that, pressing the letter of an item will jump the
cursor to that item (so you don't have to scroll through with the
arrow keys). You still have to press enter to choose it; that's all I
meant by confirmation.
An "expert" option will allow you to move the cursor with the arrow
keys or pgup/pgdn, but pressing the inventory letter will _choose_ the
item directly with no "enter" required, rather than just moving the
cursor.
An invlist which required moving around with arrow keys followed by
enter would be a terrible burden on competent non-newbie users,
especially if it was summoned unbidden every time you pressed 'q'uaff
(another potential newbie option).
You're right that too many options can be a bad thing, but if I remove
options, I'll be removing newbie options (like arrow keys + enter in the
invlist) in favour of further optimisations to the expert behaviour.
> Animations give a visual support for the operations that take time. Turn
> based roguelikes have difficulties handling things like casting time for
> spells and casting delays. In turns there are a few game mechanics which
> are hard to introduce like counterspells, breaking mage concentration etc...
.... they're quite easy to introduce if you want them.
Most roguelikes only use such mechanics for tunneling, eating,
sleeping and other very time-consuming activities. It would be quite
trivial (in my action queue at least) to break down the casting of a
spell into three phases instead of the usual two.
Instead of
action request ->
cast spell (+ time delay)
it could go
action request ->
prepare spell (+ time delay) ->
cast spell (+ time delay)
..
Action requests consume no time, but you could insert a prep_spell phase
of any length, allowing the casting to be interrupted in that time.
If I believe there is a gameplay improvement in there, it will be in my
game. I'm undecided as to whether it would improve things, and am
currently inclined to think not.
The same mechanic exists in realtime animated games, and it's linked to,
but not dependent on, the animations. Of course, the animations make it
clearer for the player what's going on, at the cost of playing time.
Better from my point of view to move that clarity into text.
"The goblin interferes with your spell!"
and "The orc wizard begins to cast a spell..."
I suspect I'm more than a little offtopic, but thankyou for indulging me
so far, and let me know if I should relocate further discussion of the
merits of (ASCII + keyboard) vs (gfx + mouse) to a different thread.
I suspect it's not worth a whole new thread, though, since this is all
personal taste an opinion, all of which I'm sure has been discussed
before in my absence.
I must say I was surprised that the topic came up. I had been naively
assuming that most people here love the appearance of codepage 437 as
much as I do.
--
--jude hungerford.