DRL > Requests For Features
Color Blind options and other minor tweaks
DisaffectedBeta:
Aerton:
I don't understand what you mean about the autorun not working on the first level. Especially on the harder difficulty levels it just gets me to the building a bit faster. I usually run into my first shotgun on U difficulty and we're off. If you mean that you tend to overshoot the entrance because there's nothing to stop you, then I understand.
I was being whimsical about the monster's pathing to me, is all.
But I can see a reverse targeting which begins from the monster and works backward to me as the proper targeting if the forward doesn't work. Not sure how targeting is run in game, but in my limited programming experience, reversing things for your guy if the reverse works for the other guy usually did the trick. Still, I can see some strategies emerging from taking tactical advantage of one-way aiming, so maybe people wouldn't want to part with it even if there was some way around it.
Aerton:
--- Quote from: DisaffectedBeta on July 10, 2007, 01:52 ---I don't understand what you mean about the autorun not working on the first level.
--- End quote ---
The first level is covered by some red tiles instead of the usual floor and run stops there instantly. Or did the tentacles fix it in last version?
BDR:
Actually, I complained about it in this topic and so it was implemented. :)
Aerton:
--- Quote from: BDR on July 11, 2007, 02:34 ---Actually, I complained about it in this topic and so it was implemented. :)
--- End quote ---
Mea culpa. I hadn't played recently so was unaware of the fix...
Star Weaver:
--- Quote from: DisaffectedBeta on July 05, 2007, 06:51 ---I don't know the limitations of roguelike designs, but I wonder if there could be a feature that would dump a buffer of keypresses if the character gets wounded. Maybe I should just change my playing style, but when I'm running across a board to get to the unexplored area, and some enemy has sneaked into the explored zone and starts rapid-firing, I get to watch helplessly as my buffered commands get carried out while the enemy fires.
--- End quote ---
A few thoughts on running:
The game should not use an input buffer, IMO. OTOH, I have my key repeat maxxed out and haven't noticed continuing to run many steps after I let up the key personally, so, I'm not sure. Will have to experiment with that.
Shift+dirkey running would be REALLY NICE :D.
Since, as someone noted, the game is not primarially tunnel based, this might be better: Shift+dirkey moves you N spaces, where N is configurable (possibly even adjustable in game with + and -), unless you see an enemy or something happens.
This would let you "hop" across the map in discreet chunks, allowing for player reaction while not being much slower than holding down the key.
I'd use it :D.
Also, Hi. Been following the game on and off for a few years, this is the first version I've stuck with for long (the last one was the first one I won, but then there were the player data bugs so I stopped). *Waves*
St@r Weaver
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