DRL > Requests For Features

Some mostly cosmetic suggestions.

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AStranger:

--- Quote from: Game Hunter on March 05, 2012, 14:55 ---I like this, but let's not add a whole other button for it. The best chance of making this work would be to simply take the 'u'se button and allow it to work with all items: if it's consumable, then you consume it from the floor; similar stuff for equippables (replace with current equipped item) and mods (mod immediately). Items that merely sit in your inventory (ammo, etc) would still have to go through some tedium, but I can certainly see the former case being more of an issue during a battle and is therefore somewhat important to implement.

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If the behavior of 'u'se is going to change without adding another command, it would be nice to have a config file option that could set 'u'se to floor only. Long ago when I was still pressing 'u' to use medpacks, I got screwed one time because I forgot I was standing on a lever. From that moment on I never press 'u' unless I want to interact with the floor.

HexaDoken:

--- Quote from: Game Hunter on March 05, 2012, 14:55 ---This really has more to do with the way that Scavenger is activated: in order to scavenge a part, you have to unload an empty weapon. Melee weapons and armor don't have an unloading function whatsoever, so they can't be part of that list. IMO, Scavenger needs a rework anyway.

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On the other hand, nucclear BFG/plasmarifle can't be unloaded, but can be scrapped.

--- Quote from: Game Hunter on March 05, 2012, 14:55 ---You mean all of the ammo in your inventory? Not really sure where this would go: there's already cases where the name doesn't entirely fit on HUD, and adding extra information would only make that worse.

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No. Just the number of spare ammo left for the weapon that is currently wielded. If you wield chaingun, it shows bullets in backpack, if you wield rocket launcher, it shows you number of rockets in backpack.
Also, if you use a chain/box, instead of showing number of ammo left in backpack it shows you number of ammo left in the chain/box.

--- Quote from: Deathwind on March 05, 2012, 14:29 ---I really don't think the save anywhere thing will ever happen. The way saving works now (as far as I can tell without source) is it saves only the character's data and what level they are entering, when you load it then generates the new level. Changing this would require a complete rewrite of the saving code resulting in a whole new anthill of game breaking bugs.

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Ohhh.
Well, I personally don't see a reason why it should result in bugs. Saving the whole level is easy, actually. Adding to the player stats(which we already have), you will have to write what is located within each square of the map. Then, if what is located there requires some additional stats(monster health, what he got in inventory, etc.), write em down too. This shouldn't result in bugs at all, of course, if you actually know what you're doing. And since the game which we got is MOSTLY bug-free(I haven't encountered any myself, actually), I am sure that Kornel knows what he is doing pretty well.
Altho, I must agree, that the whole thing is goddamn tedious. It can also bump the save/load time a bit, but that will probably be unnoticable unless your computer is from stone age. So, I don't see why it shouldn't happen.

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