|
Post by Variaz on Jan 28, 2009 14:34:41 GMT -5
Classes.txt is probably fairly up to date save for what you mentionned.
Options.txt(and options in general) needs serious rework.
Spoilers.hlp is indeed obsolete, it's not even called by the game anymore.
|
|
|
Post by junyortrakr on Mar 23, 2009 18:44:38 GMT -5
I was wondering if there could be a character screen that would show the character's level in the various classes. Of course, this is a low priority item.
|
|
|
Post by Gando on Mar 26, 2009 1:17:12 GMT -5
Or maybe just show the classes listed where the age/weight and other superfluous junk went before.
|
|
|
Post by harkejuice on May 3, 2009 17:18:05 GMT -5
Simplicity.
A big problem I have with reccomending games to friends, is the ascii interface. I have a few that love rougelikes-- when they have tilesets. Nothing too fancy, 32X32 tiles would be great, but then any tiles would be an upgrade. Take Crawl for example. Its what most of my friends play, and they would enjoy deeper gameplay, and atmosphere that Portralis, Steamband, Zangband, Cthuluband, e.t.c. could offer but they severely lack graphics or comfortable window setups.
Tome, *bands in general have okay tilesets avaliable (ive seen alot better), but its always so frakkin' difficult to set up all the Term windows, I don't even use them, but then Portralis doesn't let me maximize the main window to take up my screen, I have to increase the tile size....things like that, would really make it alot funner to play most *bands, easier window setup, perhaps more intuative commands in the file menu. Perhaps they just need a little modernday makeover.
But really, that maximize button would be nice if it actually maximized :/
***edit***
Actually, i think Cthuluband was one of the few that had an auto-screen setup that used all your avaliable screen space with pre-set term windows. Might have been a Z-band variant though, I will check.
|
|
|
Post by Gando on May 3, 2009 22:21:10 GMT -5
Welcome HarkeJuice. This has been brought up before and there are reasons why there is no tileset specifically made for Port. That said there are two tilesets included which work for angband varients, one of which is selected by default. Not very nice looking but then they aren't meant to be.
I think one of the main things people look for in roguelikes is playability not graphics. There are some games that focus primary on the visuals and give awesome eyecandy but get boring within a day of playing (name a MMO). There are some games that are so primitive that they are all text (Zork.) Some like M&M8 do a nice job of crossing the boundary between deep rich play and good graphics but it takes a huge company with lots of resources to make something like that.
Variaz is a oneman band here. Yes we users help a bit with little things and the more the game becomes LUA scriptable the more we can change to our own satisfaction and maybe improve to everyone's enjoyment. However I think it is safe to say Tilesets are not a huge priority with just one person doing most of the creative and programming tasks. Not to mention that making graphics of that sort that would be substantially better than Adam Bolt's would require some serious talent in the graphic design department. Such talent is not cheap or easy to come by.
I agree about some of the windowing issues. It would be nice if the game did maximize properly. But that would mean that when I have it maximized I wouldn't be able to see the other Four windows I have open with it that show special parts of the game. (Equipment, Items, Messages and Creature Review.) These windows are not hard to set up at all. Just go into the = menu and then press 'W' and you toggle which windows are on and what they display. You have to fiddle a bit with the fonts to get them to look right but its worth the effort and the game remembers your settings once you save a character.
|
|
|
Post by harkejuice on May 3, 2009 23:05:54 GMT -5
I was just making a suggestion about making the game more accessible, of course people look for playability in roguelikes, but im not asking for 3d isometric fancypants, just something that when I show my friend, it doesnt trigger his chiari. Again i stress simplicity, nothing fancy just meet the player halfway, but this goes for all *bands I think, its a great genre that's a little too stubborn to evolve a bit for its own good. Though, I'm just putting myself in other people's shoes, I love fighting d's and p's and eating ~ while leaning up against my buddy t. All I can see it needing, is the tilesets from T.O.M.E., adambolt's 32X32 ones, those are rather nice and I think they would mesh very well with the game. Heck, if I can figure out how to set that, Ill do the rearranging myself, so they represent the appropriate characters
|
|
|
Post by Gando on May 4, 2009 11:18:53 GMT -5
I was just making a suggestion about making the game more accessible, of course people look for playability in roguelikes, but im not asking for 3d isometric fancypants, just something that when I show my friend, it doesnt trigger his chiari. Again i stress simplicity, nothing fancy just meet the player halfway, but this goes for all *bands I think, its a great genre that's a little too stubborn to evolve a bit for its own good. Though, I'm just putting myself in other people's shoes, I love fighting d's and p's and eating ~ while leaning up against my buddy t. All I can see it needing, is the tilesets from T.O.M.E., adambolt's 32X32 ones, those are rather nice and I think they would mesh very well with the game. Heck, if I can figure out how to set that, Ill do the rearranging myself, so they represent the appropriate characters Personally I think it is accessible as it is. You are talking about sweetening it which is a different idea. That said go for it. I think that as long as the option to turn off the horrid graphics exists adding new tilesets shoudn't be a problem. The only problem is talent/time and motivation. It would be nice too to have someone else take care of that. Hope it isn't too much of a hassle.
|
|
|
Post by junyortrakr on May 23, 2009 15:19:32 GMT -5
I had a few thoughts on the interface.
--I have noticed that the monster description sometimes covers more than one page so I can't see all their abilities. Is there any way to adjust this?
--Would it be possible for there to be an option to turn off corpses completely? I know they can be useful for some specific characters, but if you aren't running one of those characters that use them, they really clutter the screen and make it difficult to sort through items on the ground.
--There still isn't an option to browse known magic without attempting to create a new spell.
|
|
|
Post by junyortrakr on May 23, 2009 18:43:21 GMT -5
I think this has been mentioned before, but it's still an issue. With some items, the top line description is so long that you cannot read all of it even when doing a complete item examination. I don't know if this would be difficult, but a potential way to deal with it would be to list the stats vertically more like in the monster scan pages or such.
|
|
|
Post by Variaz on May 23, 2009 18:55:45 GMT -5
I think this has been mentioned before, but it's still an issue. With some items, the top line description is so long that you cannot read all of it even when doing a complete item examination. I don't know if this would be difficult, but a potential way to deal with it would be to list the stats vertically more like in the monster scan pages or such. It would be possible to add it, but some information should remain easily visible, such as base damages, base AC, +to_h and to_d, level and available skill points. Thing is, this is like 90% of the information in most cases. Some items names are just long... not too sure what to do here.
|
|
|
Post by junyortrakr on May 23, 2009 19:03:22 GMT -5
I was thinking of only changing the format for when someone actually examined an item. Any other time, it would remain just as it is now. *shrugs* It's not like it really fails now, but it is a little annoying sometimes.
|
|
|
Post by Gando on May 23, 2009 20:30:36 GMT -5
I agree with Juny
|
|
|
Post by challtdow on May 27, 2009 11:13:49 GMT -5
There's also a problem when reviewing some monsters, mostly high level ones with alot of attacks. The information will go off the bottom of the screen. It's not as important except when the monster in question is also a boss/elite and you can't always see all the bonuses.
Chall T. Dow
|
|
|
Post by Gando on May 28, 2009 18:38:26 GMT -5
yeah I noticed that a while back but figured it added to the challenge
|
|
|
Post by junyortrakr on Jan 10, 2010 16:28:00 GMT -5
I was wondering if regular targeting (like for shooting) could be added for the 'capture soul' skill. It certainly works like it is, but it would be easy to make into a macro for multiple attempts(which are usually required) if you didn't have to manually target the monster every attempt.
|
|