tag:blogger.com,1999:blog-2208890564265615027.post4685037798957875318..comments2024-03-08T19:47:41.485+11:00Comments on Ascii Dreams: Violation of ContractAndrew Doullhttp://www.blogger.com/profile/11099404183952971291noreply@blogger.comBlogger9125tag:blogger.com,1999:blog-2208890564265615027.post-48899601987561945082009-11-30T17:08:27.409+11:002009-11-30T17:08:27.409+11:00Shoku: I've ended up with trap regions being v...Shoku: I've ended up with trap regions being visible even if a trap is not, making the region the same colour as the trap, and with the ability to show only an individual trap region while you are looking - done by selecting the source trap and pressing 's'.<br /><br />It seems to work fine.Andrew Doullhttps://www.blogger.com/profile/11099404183952971291noreply@blogger.comtag:blogger.com,1999:blog-2208890564265615027.post-70278612041086712612009-11-30T15:01:35.894+11:002009-11-30T15:01:35.894+11:00Are the areas going to be visible when the trap ap...Are the areas going to be visible when the trap apparatus itself is not?<br />If that's the case the player should either (S)earch when he sees one and have the areas show up over objects at that time or look at the actual trap during which time the same sort of display would show up for that trap. No color coding necessary for that one but it would take a bit longer for players to work out their chosen route, perhaps to the point of tedium.Shokuhttps://www.blogger.com/profile/12107696954466417617noreply@blogger.comtag:blogger.com,1999:blog-2208890564265615027.post-80797355410076150472008-12-16T00:55:00.000+11:002008-12-16T00:55:00.000+11:00I'd go either with layers (via toggle) or, for the...I'd go either with layers (via toggle) or, for the 'multiple objects on one tile' with the Dwarf Fortress method of alternating between the two symbols. E.g. a ring on a trap would flash between = and ^.JE.P.https://www.blogger.com/profile/03881311672459262458noreply@blogger.comtag:blogger.com,1999:blog-2208890564265615027.post-13902384162409840102008-12-15T22:58:00.000+11:002008-12-15T22:58:00.000+11:00ToME allows traps and objects on the same grid; Sa...ToME allows traps and objects on the same grid; Sangband also has an interesting trap system, although I can't recall if it allows traps and objects to co-exist, but it's worth a look.Nickhttps://www.blogger.com/profile/07923262851958039182noreply@blogger.comtag:blogger.com,1999:blog-2208890564265615027.post-88281857050006698122008-12-15T18:22:00.000+11:002008-12-15T18:22:00.000+11:00I'm definitely steering towards a layer toggle app...I'm definitely steering towards a layer toggle approach of some kind. An obvious toggle would be to switch a layer off if you are in a state that allows you to avoid that trap. Another would be to switch all layers except one off, if you are using the 'l'ook command to look at a particular trap.Andrew Doullhttps://www.blogger.com/profile/11099404183952971291noreply@blogger.comtag:blogger.com,1999:blog-2208890564265615027.post-45343088516498860722008-12-15T13:08:00.000+11:002008-12-15T13:08:00.000+11:00The layer-toggle would suffice. Another idea would...The layer-toggle would suffice. Another idea would be to show the borders of such regions, using those cool ascii cods for single or double borders. Borders can have different colors and when they cross there wouldn't be any confusion.<BR/><BR/>BTW you may want to respond to the comments in the previous post, I admit they're rather lengthy (my own included), but IMO it's a worthy discussion :)Jotafhttps://www.blogger.com/profile/11804130701206652599noreply@blogger.comtag:blogger.com,1999:blog-2208890564265615027.post-81376334742184888732008-12-15T11:03:00.000+11:002008-12-15T11:03:00.000+11:00Greetings Andrew. I'm just off a massive archive b...Greetings Andrew. I'm just off a massive archive binge of your blog, and I must say that both the ideas you present, and their realisations (as far as I've seen in Un) are nothing short of brilliant. Great work!<BR/><BR/>As for the interface agreements, have you considered an approach based on layers? You might actually move all trap detection information on a separate sheet in another game window, so it could be placed in a term?<BR/><BR/>So it could be i.e. like that: in main term you see things as they are now (main game map, with known traps displayed, if they are not obscured by objects, and, possibly, with mo range of trap detection shown), and in the secondary trap layer term you see a portion of same screen centered on your character, but in b/w, and with coloured traps and their ranges (the same colour, but different symbol), superimposed. And those no-detection crosses go there too (as they are sometimes a little ambiguous - is there no X because detect traps detected no traps there, or was i detecting life a while ago and that removed the shroud too)<BR/><BR/>And adding a keypress to show this layer (like it's done for minimap, or inventory) in main window for those who play termless.<BR/><BR/>Is there something blatantly obvious I'm missing why this method should not work? ;)Shadrakhttps://www.blogger.com/profile/06787613312536051075noreply@blogger.comtag:blogger.com,1999:blog-2208890564265615027.post-75471999800077470502008-12-15T10:39:00.000+11:002008-12-15T10:39:00.000+11:00In this instance, how do I associate which trap wi...In this instance, how do I associate which trap with which region it affects. I'd like a colour based association if possible.<BR/><BR/>What about a trap region that overlaps objects? How do I distinguish an object that the player may want to get, as opposed to an empty floor - both of which are within range of a trap.Andrew Doullhttps://www.blogger.com/profile/11099404183952971291noreply@blogger.comtag:blogger.com,1999:blog-2208890564265615027.post-70465965001219470082008-12-15T09:49:00.000+11:002008-12-15T09:49:00.000+11:00I'm not familiar with historical reasons, but for ...I'm not familiar with historical reasons, but for UI purposes, it might make more sense to use a non-reserved color along with the trap sign (^). That way, the message is still the same to the player: If you step here, a trap goes off and it might be bad.<BR/><BR/>In the case of overlap, where a ranged-trap area overlaps an walk-over trap, I'd say give the walk-over priority. Areas should be easy enough to determine from the area they cover, so it's the singular case of the walk-over that should be noted.Unknownhttps://www.blogger.com/profile/15498984493685303953noreply@blogger.com