DRL > Requests For Features

Repeat Level Feeling

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thelaptop:
I never had that problem.  One of the first things I always do is set the scrollback buffer to something large.

Also, I have cultivated the habit of reading level feelings before doing anything.

Maybe instead of a special key for the level feeling, store the level feeling into its variable that shows up in the "scrollback" as "current level message" and show that after the scrollback with a special annotation.  That way, we don't need to invent a new key just for this one item.

raekuul:
I remember, back in 0.9.9.0, I had my color codes set up perfectly so that I didn't miss a single critical message - pretty much anything that had "You feel*" was in blue, anything with "Your" was that brown color that actually looks yellow in windowed console mode, and... I don't really remember the rest.

Deathwind:
I still use those color bindingsSpoiler (click to show/hide)Messages = {
       -- Danger!
   ["Warning!*"] = RED,
   ["*Nuclear missile deployed.*"] = RED,
   ["Your * damaged!"] = BROWN,
   ["Your * destroyed!"] = RED,
   ["You die*"] = RED,
   -- Level Clear feelings
   ["You feel relatively safe now."] = BLUE,
   ["*A pity you came to destroy us*"] = BLUE,
   ["So much for hellish fair-play."] = BLUE,
   ["Peace comes back to this evil place."] = BLUE,
   ["Why do they have to come in pairs? And what's that shimmering thing?"] = BLUE,
   ["As you kill the Angel of Death suddenly the cathedral starts to fall apart!"] = BLUE,
   ["Suddenly everything is peaceful.*"] = BLUE,
   ["That seems to be all of them, hopefully..."] = BLUE,
   ["That had damn well better be all of them!"] = BLUE,
   ["Well, they sure opened up. Now to see if there's anything left worth taking..."] = BLUE,
   ["Suddenly the webs fade. From under the webs, items emerge..."] = BLUE,
   ["Tough son of a bitch...*"] = BLUE,
   -- L00t feelings!
   ["You feel there is something really valuable here!"] = GREEN,
   ["The lab cache opens."] = GREEN,
   ["A presence! Of something holy! Here in this hell?*"] = GREEN,
   -- Levers of no fun and some profit
   ["In the State of Denmark there was the odor of decay..."] = RED,
   ["You feel that smell? That gasoline smell? Oh hell..."] = RED,
   ["The air is really humid here..."] = BLUE,
   ["You hear the trumpets of Jericho echoing in the distance..."] = CYAN,
   ["Khe, he, he, this will be a mess..."] = BROWN,
   -- Level events feelings
   ["The air seems deadly here, you better leave quick!"] = RED, -- TEST THIS
   ["You feel you need to run!"] = BROWN,
   -- Special level stairs
   ["You feel a breeze of morbid air..." ] = MAGENTA,
   ["You sense a passage to a place beyond..."] = MAGENTA,
   ["You shiver from cold..."] = MAGENTA,
}

Nightshade:
I might be the guy doing the HUD for this game for the next release and here is my take on the level feeling message:

My problem with it as it is right now is that the importance of this message does not stand in good proportion to the a) time it's visible on the screen, and: b) the size of this message
I would therefore suggest that the level feeling -message to be displayed separatly from the normal info messages, in a larger font and centered to the top of the screen. It could stick there for I dunno, something like 5 or 10 moves before disappearing.
Would that be a good idea you think?

Klear:

--- Quote from: Nightshade on April 08, 2012, 11:51 ---I would therefore suggest that the level feeling -message to be displayed separatly from the normal info messages, in a larger font and centered to the top of the screen. It could stick there for I dunno, something like 5 or 10 moves before disappearing.
Would that be a good idea you think?

--- End quote ---

Sounds good. I'd give this treatment to the flavour texts displayed upon entering/leaving special levels, since these suffer from the same problem as level feelings, except nobody gives a damn since they have no bearing on gameplay.

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