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Caravel Forum : DROD Boards : Feature Requests : Stepping (A feature that shouldn't change anything... in theory.)
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NiroZ
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icon Stepping (+1)  
From time to time as I play DROD, I wish that there was something that would slow down the movement sequence that occurs each move, allowing you to see it. It would be activated by going Ctrl S(which cycles through the moves). This would be good for new people to help remind then that Beethro moves before the monsters, and for horde management.

It would be divided into 3 modes:

1Beetho moves, then everything else
2Beetho moves, then Mimic's, NPC's and monsters move in clumps
3Beetho moves, then each individual npc, mimic, and moster moves one at a time

+ normal.
09-20-2006 at 12:40 PM
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larrymurk
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Sounds like a fun idea.
Is it worth implementing, I dunno.
09-20-2006 at 02:12 PM
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Tahnan
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I approve. It would go a long way toward fixing my personal annoyance with the "perfect information" idea, namely the (unpredictable) order of monster movement due to monster placement.
09-20-2006 at 03:45 PM
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Banjooie
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That'd be pretty cool.
09-20-2006 at 06:27 PM
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eytanz
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Modes 1 and 2 seem a bit unimportant to me - they're made redundant by mode 3 and contain no information that can't be deduced anyway. The addition of allowing a player to see the individual movement order ("mode 3") is a really cool idea.

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09-20-2006 at 06:28 PM
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coppro
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I would really really like this.
09-20-2006 at 07:26 PM
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Chaco
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Mode 3 sounds like it'd be a good idea - people could turn that on to get a better idea of what's happening, but it would look less realistic.

However, one must consider Erik's Law of Options - is this so undeniably useful that it is definitely worth coding? I think yes, but what do other people?

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09-20-2006 at 08:57 PM
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Jatopian
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Chaco wrote:
Mode 3 sounds like it'd be a good idea - people could turn that on to get a better idea of what's happening, but it would look less realistic.

However, one must consider Erik's Law of Options - is this so undeniably useful that it is definitely worth coding? I think yes, but what do other people?
I like Mode 3. The other 2 are redundant.
It also would protect innocent players from movement-order puzzles, even in such minor instances as "does the roach move before the snake or not?".

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09-20-2006 at 11:38 PM
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NiroZ
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Jatopian wrote:
Chaco wrote:
Mode 3 sounds like it'd be a good idea - people could turn that on to get a better idea of what's happening, but it would look less realistic.

However, one must consider Erik's Law of Options - is this so undeniably useful that it is definitely worth coding? I think yes, but what do other people?
I like Mode 3. The other 2 are redundant.
It also would protect innocent players from movement-order puzzles, even in such minor instances as "does the roach move before the snake or not?".

I was suggesting mode 1 & 2 for the new people than the experienced people, as they wouldn't want to sit through one of those really large rooms just to realise that they could move to X. Mode 3 would be rather slow and boring if you just wanted to test out a mimic in a roach horde.

And although I don't really know anything about coding, but a 1 second delay(or wait for keypress) between each character movement shouldn't be that hard to implement.
09-21-2006 at 08:30 AM
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mrimer
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NiroZ wrote:
And although I don't really know anything about coding, but a 1 second delay(or wait for keypress) between each character movement shouldn't be that hard to implement.
Just for the record... Ah...scratch that. I'm going back and forth on how hard it would be to implement something like this. It's certainly not trivial, though.

(I've got to say things like this. Otherwise, how would I keep my reputation as a miracle worker?)

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09-21-2006 at 03:33 PM
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coppro
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I can say that it wouldn't be, because all animations are handled simoultaneously. What would have to happen is that there would be a call to update the screen between processing every object, along with a delay.
09-21-2006 at 05:32 PM
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NiroZ
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Ok, I understand.
Would it be even harder to implement if i suggested that like in a demo, there should be a way to scroll backwards and forwards between characters...?

Yeah, I thought so.
09-22-2006 at 01:10 AM
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AlefBet
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icon Re: Stepping (+1)  
It gets even trickier with some of the complications of stuff done before and after various phases in the room. For example, It would be kind of odd to see Beethro move forward and stab some vulnerable tar, but the tar remains perfectly intact while all the mimics make their move, and then still stays perfectly intact while the Slayer makes his move. Tar would only pop after that entire sequence, because it's only then that tar stabbing is processed. ("Why?" you ask? Because that's how you need to do it in order to handle simultaneous stabs.) That's just the first interaction that came to my mind, though.

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09-23-2006 at 12:36 AM
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NiroZ
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icon Re: Stepping (0)  
This more aimed at helping people realise the movement order than looking pretty.
09-23-2006 at 12:47 AM
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AlefBet
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icon Re: Stepping (+1)  
NiroZ wrote:
This more aimed at helping people realise the movement order than looking pretty.
In that case, the idea I like is if you click on a monster, it highlights all the monsters before it in the move list. I like it because it stays out of the way if you don't need it, and it's really easy to tell without a lot of looking (and no moving) whether any two monsters are before or after each other.

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09-23-2006 at 12:51 AM
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NiroZ
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Good point, that would be a much quicker(and easier) alternative. However, it wouldn't show where each monster moved from and where to, but that wouldn't be too importaint.

However, my suggestion isn't too much in the way(it is toggleable) and it would be a little more heavy duty than what you suggest.

[Last edited by NiroZ at 09-23-2006 12:56 AM]
09-23-2006 at 12:54 AM
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