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Author Topic: Repeat Level Feeling  (Read 6032 times)

Ander Hammer

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Repeat Level Feeling
« on: April 03, 2012, 17:13 »

For the uninitiated, the level feeling is the message(s) shown after 'You enter level x' upon entering a new level in many roguelikes.

Far too many times, I've just been derping around, speeding through, or tired, and completely spaced what Doomguy noticed when his boots hit a new floor, usually after feeling relatively safe. Setting the message buffer to something obscene and scrolling all the way back works, I guess. Having a key that re-prints the message would be a lot handier, though.
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Re: Repeat Level Feeling
« Reply #1 on: April 03, 2012, 18:15 »

No.

That's because there's a key that shows you all the messages that had appeared.  Use that one and scroll back instead.

=)
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Kornel Kisielewicz

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Re: Repeat Level Feeling
« Reply #2 on: April 03, 2012, 18:40 »

Or even better, edit your config.lua and add a highlight for "'You enter level *" - this way it will be easier to find the moments when you changed levels :P
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Re: Repeat Level Feeling
« Reply #3 on: April 03, 2012, 20:19 »

The issue I've had, in the past, with this is when you push "L" for the look command, the look message overwrites whatever the last message was.  It's happened to me about a hundred times that I've gotten to a new level, and either there was an exotic weapon or item nearby I wanted to look at, or maybe I started the level invulnerable or berserk, so I couldn't see what colour anything was and I started "looking" at things, and it erased the level feeling.  When that happens, it doesn't matter how long the message buffer is; the information for the level feeling is gone.

It's taken a lot of practice and discipline to remind myself, every time I get to a new level, to look at the level feeling *before* using the look command to look at stuff.  This is less of an issue for people who use the new mouse interface, but for die-hard console version players like myself, a repeat level feeling button might be nice.  :)
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Thexare

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Re: Repeat Level Feeling
« Reply #4 on: April 03, 2012, 21:13 »

No.

That's because there's a key that shows you all the messages that had appeared.  Use that one and scroll back instead.

=)
You need to taste blood!
You need to taste blood!
You need to taste blood!
You need to taste blood!
You need to taste blood!
You need to taste blood!
You need to taste blood!
You need to taste blood!
You need to taste blood!
You need to taste blood!
You need to taste blood!
You need to taste blood!
You need to taste blood!
You need to taste blood!
You need to taste blood!
You need to taste blood!
You need to taste blood!
You need to taste blood!
You need to taste blood!
You need to taste blood!
You need to taste blood!
You need to taste blood!
You need to taste blood!
You need to taste blood!
You need to taste blood!
You need to taste blood!



If you got to the end of that, I think you'll get the point of this message. :)
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thelaptop

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Re: Repeat Level Feeling
« Reply #5 on: April 03, 2012, 21:35 »

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.
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Re: Repeat Level Feeling
« Reply #6 on: April 03, 2012, 22:09 »

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.
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Deathwind

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Re: Repeat Level Feeling
« Reply #7 on: April 05, 2012, 21:01 »

I still use those color bindings
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Re: Repeat Level Feeling
« Reply #8 on: April 08, 2012, 11:51 »

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?
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Klear

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Re: Repeat Level Feeling
« Reply #9 on: April 08, 2012, 12:19 »

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?

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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Re: Repeat Level Feeling
« Reply #10 on: April 11, 2012, 23:12 »

"You feel a sudden need to run" - if you're wearing Enviroboots/cerberus boots/acid proof boots (acid only) maybe it'll be better to "You feel a sudden need to laugh - hey, I can splash freely in this!" ;)
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Re: Repeat Level Feeling
« Reply #11 on: April 12, 2012, 00:04 »

While we are at the subject, an option to have a "Press Enter ..." prompt at (some of the more dangerous) level feelings might be nice. Sure, it can be annoying for speedrunners, but that's why I suggest it as an option.
If such an option already exists, then sorry for resuggesting it, and please point me in the right direction :).
(The color coding provided by Deathwind might work nicely as well, gotta try it.)
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