On Fri, Dec 31, 2010 at 01:38:17PM +1300, Ralph Versteegen wrote:
> On 30 December 2010 18:20, James Paige <[email protected]> wrote:
> > On Thu, Dec 30, 2010 at 04:58:00PM +1300, Ralph Versteegen wrote:
> >> On 30 December 2010 05:47, James Paige <[email protected]> wrote:
> >> > On Wed, Dec 29, 2010 at 10:55:03PM +1300, Ralph Versteegen wrote:
> >> >> I looked down the HeartBug page wanting to tackle something, and more
> >> >> elements + the Plan for more flexible elementals seemed like a good
> >> >> task. However this plan is very sparse on details, and has never been
> >> >> discussed.
> >> >>
> >> >> http://hamsterrepublic.com/ohrrpgce/Plan_for_more_flexible_elementals.html
> >> >>
> >> >> I think that 64 elements would be enough that we wouldn't need to
> >> >> worry about allowing an unlimited number of elements, which would
> >> >> require switching to RELOAD instead of some simple binsize increases.
> >> >> But if I were to increase the number of elements to 64, wouldn't I
> >> >> want to convert the 8 enemy types into elements at the same time? And
> >> >> in that case, I'd want to convert strong/weak/absorb bitsets to
> >> >> percentage damage options, and so on.
> >> >
> >> > I had not worked any on this because I was always thinking of this as a
> >> > post-edit-edit feature, but increasing it now doesn't make a later
> >> > conversion to unlimited any harder, so I have no problem with it.
> 
> It's occurred to me that if we want to switch to unlimited later, then
> I should add the option for selecting the number of elements you want
> now (capped to 64).

That is a great idea. The people who only want a few elements don't have 
to clutter the ui with the rest, is that the idea?

> >> Practically every HotOHR request is a post-edit-edit feature if you
> >> take that approach... how did you hope to ever get any done?!
> >
> > I dunno. I keep leaving cookies and milk on my keyboard every night, but
> > the feature-elves haven't filled any requests for me yet :)
> >
> > No, actually, If I didn't have so much real life going on lately, I
> > think I actually would have had the editor editor finished already.
> > Certainly based on the pace I was working in the month or two right
> > before the HotOHR contest started.
> 
> Yeah, it's too bad. I should probably get back to real life tasks for
> a while myself.
> 
> No last minute dash to save your wallet? ;) "Bitset to disable item
> command in battle" would be stupendously simple... if you allow
> yourself to ignore future considerations. Hmm, I would actually tackle
> the task of adding a battle menu editor, if I had the time for it.

Yeah, that would have been the easiest. I told myself this morning that 
since I had some free time, I would try to fix at least one... Then I 
played "Revenge of the Titans" for like five hours... so I guess I can't 
blame real life for everything ;)

>From a strict cost-benefit analysis point of view, I guess that means I 
payed $20 more for my Humble Indie Bundle than I intended to :)

My entire day today has been about poor impulse control :P

> >> Ah yes. Spawning and counter attacks are easy because attacks will
> >> still only have a bit per element, as they do now. Did you eventually
> >> want to switch to percent elemental damage on attacks as well? We can
> >> worry about those then ;)
> >
> > I don't see any special reason to add percentage for attacks. That
> > sounds like it would just be extra confusion.
> 
> It would certainly be confusing complexity...
> I thought that I saw that suggestion on the Plan page, but I see now
> I'm misremembering. Does this mean I just have to add elemental attack
> bits to equipment (an easy addition) to call it done? Surely someone
> can think up more element related feature requests?!

I know people have asked for attacks to be able to turn on or off 
elemental weaknesses on battle targets.

---
James
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