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Caravel Forum : DROD Boards : Feature Requests : Visible "vectors" in room testing
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joker5
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icon Visible "vectors" in room testing (0)  
Sometimes it'd be handy to see the world like brains do, or how the goblins do, so it'd be easier to test the room and see if it's possible. I know sometimes I'd like to see which way the roaches will go, and I want to see it now instead of counting spaces. That and I want to see when they see force arrows and when they don't.

~joker5

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03-17-2004 at 04:13 PM
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The_Red_Hawk
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icon Re: Visible "vectors" in room testing (0)  
I'm not exactly sure what you're talking about. To figure out which way the roaches will go, Beethro needs to be in the room.

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03-17-2004 at 06:52 PM
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joker5
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I mean during a test, you click on a monster and it shows you how it "sees" the world. I'm thinking if there's a brain in the room, it shows you the values of the squares with color; otherwise it just points an arrow in the direction it's going, and possibly extrapolates its path if Beethro doesn't move. For goblins it would show values as well, and where they refuse to move because of the sword. I know most of this is seeable, I'm just talking ease-of-use, sort of like the "markers" suggestion.

~joker5

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03-17-2004 at 07:43 PM
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zex20913
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icon Re: Visible "vectors" in room testing (0)  
I think this falls into the category of too much work for not enough result.

If somebody is making rooms, they ought to be capable of knowing basic monster movement, and the basics of brained movement as well.

It might be neat for a couple of times, but it would quickly lose the effect (for me, at least), not to mention adding clutter to the screen.

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03-17-2004 at 10:39 PM
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joker5
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icon Re: Visible "vectors" in room testing (0)  
1. It's not a whole lot of work. You just need a variable to check which monster is clicked on, if any; a small if statement, and some code to produce the appropriate colors. I'd do it meself but I don't know how to program graphics. Or c#.

2. I'm not talking basic monster movement, and like I said, this is an optional thing but it's A MAJOR optional thing. Besides, not all features have to be useful forever to everyone. A person whose legs are tired or who's training for running would REALLY appreciate a chair at the right time, but they're not going to sit in it forever.

3. Like I said, if you don't click on anything, or click on an empty tile(or the selected critter), it turns off. And it only applies to the critters you select. No fuss, no muss.

~joker5

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03-18-2004 at 01:22 AM
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The_Red_Hawk
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icon Re: Visible "vectors" in room testing (0)  
What about other creatures that *might* get in the way?

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Slashing, whirling, diving, twirling,
Snapping, turning, rising, swirling,
Screeching, flipping, gliding, sliding,
The red hawk's dance of death.

.....the king of the skies.....
03-18-2004 at 05:20 PM
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joker5
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icon Re: Visible "vectors" in room testing (0)  
What do you mean? Like, creatures that might get in the way of the projected path?

Um... they'd just be ignored on the assumption that they wouldn't be there when the critter got there.

~joker5

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Criminals, like other people, dislike being shot. ~FBI study on guns

www.badgerbadgerbadger.com

"Two words: Beam Waffle!" -me
03-18-2004 at 05:54 PM
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