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Author Topic: In-Game Stopwatch  (Read 2847 times)

Thomas

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In-Game Stopwatch
« on: February 16, 2011, 00:49 »

Updates every second (or every player action, if that's easier to code) with the current elasped time.
Is replaced by the string "TOO LONG" if it reaches 100 hours.
Code: [Select]
---------------------------------------------------------------------------
 Welcome to the Doom Roguelike...
 ##########
 #@.........
 #..........
 #.........
 #.........
 #........
 #........
 #.......
 #......
 #....
 #..


 Doomguy      00:00:26      Armor : none
 Health: 100% Exp:  1/0%    Weapon: pistol (2d4) [6/6]
 cautious                                                    Phobos Base Entry
---------------------------------------------------------------------------

Note that some of the random names are longer than the maximum length of inputted names. So either the timer can be moved a bit further to the right (but that'd look messy) or the random names must be abreviated somehow.
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thelaptop

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Re: In-Game Stopwatch
« Reply #1 on: February 16, 2011, 01:03 »

Hm.  I can see how this can be useful for speed running, but somehow I'm not sure if it is really that useful to have on-screen all the time.

Maybe add this to the information screen on '@' keypress instead, together with the current turn number (aka in-game time)?
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Thomas

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Re: In-Game Stopwatch
« Reply #2 on: February 16, 2011, 01:14 »

Hm.  I can see how this can be useful for speed running, but somehow I'm not sure if it is really that useful to have on-screen all the time.

Maybe add this to the information screen on '@' keypress instead, together with the current turn number (aka in-game time)?

Man, I would have to move my hand from "middle finger on f, index finger on g" to something that has both shift AND 2 under my fingers? I'd probably have to press escape to leave the screen, too! Imagine trying to speedrun a game with that kind of move every few minutes!

I think it'd be neat to see the elapsed time in all runs, even if you're not specifically speedrunning.
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Re: In-Game Stopwatch
« Reply #3 on: February 16, 2011, 01:39 »

Actually what I had in mind was something a little different.  Instead of just the stopwatch, I was thinking that if the events system in the DoomRL engine is sufficiently robust, we can probably allow widgets write access to the screen buffer to be scheduled as part of the animation/interrupt system.

This will be a little more general than say just adding a stopwatch.  Now the question is, can this more general idea be implemented?
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Game Hunter

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Re: In-Game Stopwatch
« Reply #4 on: February 16, 2011, 08:06 »

Maybe this is asking too much, but do you have a timer somewhere in your household? A watch with a built-in system? You could just set this to "whatever your goal is", or really anything that's above the time you want, and look at it and compare to when you started. If you're aiming for Speedrunner Gold, for instance, set the timer to 20 minutes and start it when the music begins to play on Base Entry. It shouldn't be hard to look slightly away from your screen in between levels.

Again, though, for something like this, even if it WERE to be added, definitely make it a config toggle. Playing a turn-based game, I can't imagine a lot of people wanting to see a clock ticking away while they play.
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Re: In-Game Stopwatch
« Reply #5 on: February 16, 2011, 09:24 »

It's a good idea coz DoomRL is so addicting! Kornel should be concerned about our health :)
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rchandra

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Re: In-Game Stopwatch
« Reply #6 on: February 16, 2011, 09:45 »

I think it would be nice to have an in-game clock that shows the in-game time. It would help learning the timing for various interactions, and you'd be able to see how it changes with various traits/weapons/berserk etc.  I agree that there's no need for the speedrunner clock.
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