Re: [crossfire] Conventions for exits in town

2010-01-14 Thread Nicolas Weeger
   I think as much as anything else, the meaning of the exit (based on
 appearance) should be consistent.

Yes, indeed.

   For example, stairs no matter where they are, should require an explicit
 apply to use them

   Oak doors could always be auto apply, etc.  Buildings are always explicit
 apply, and so on.

I'd say explicit apply for all things you'd expect to use/apply in real life: 
doors, stairs, ladders, boats, ...
On the other hands, things like teleporters, shop mats, whirlwind exits aren't 
expected to need to be applied, IMO.


   So as a player, if I see an oakdoor, I know what it will (or won't do) no
 matter where I am.

   Beyond that, having more consistency based on location sounds good.  It
 may just mean updating all the maps to have the appropriate exit for their
 location.

Yes, some massive update :)


Nicolas
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Re: [crossfire] Conventions for exits in town

2010-01-14 Thread Mark Wedel
Nicolas Weeger wrote:

   For example, stairs no matter where they are, should require an explicit
 apply to use them

   Oak doors could always be auto apply, etc.  Buildings are always explicit
 apply, and so on.
 
 I'd say explicit apply for all things you'd expect to use/apply in real life: 
 doors, stairs, ladders, boats, ...
 On the other hands, things like teleporters, shop mats, whirlwind exits 
 aren't 
 expected to need to be applied, IMO.

  And some things may be explicit just based on what they are.  Things like 
pits 
you don't have much choice of - if there is a pit under you, you are falling.

  A question might be whether are exits, whether auto apply or not, should in 
general be visible.  If you need to apply it, that is clearly the case, but for 
auto apply, it is more a question - on some maps, (front gate to scorn being 
one 
example) the exits are invisible and applied automatically.  There are also 
some 
houses same way - you can't see the exits - you just happen to step on the 
right 
space and are back home.

  I'm sort of the opinion that all exits (unless meant to be hidden, like pit 
traps) should be visible.  The reason for this is that exits are a game 
mechanism - its nice to know what will cause you to move from one place to the 
next.  In real life (I know, always a bad example), when I leave my house and 
walk to the curb, I don't suddenly warp from one map to another as I get to the 
curb - it is a continuous flow.  But in crossfire, you do suddenly get popped 
from one map to another, and that can be somewhat jarring.

 
 
   So as a player, if I see an oakdoor, I know what it will (or won't do) no
 matter where I am.

   Beyond that, having more consistency based on location sounds good.  It
 may just mean updating all the maps to have the appropriate exit for their
 location.
 
 Yes, some massive update :)

  First step would be to make the archetypes consistent, which may now mean 
there are some duplicate archetypes.  And writing scripts to find exits on maps 
which are changing the move_on would be easy enough.

  The hard part would be examining all of those to see if changing them to 
default (based on that exit) is reasonable - there could be some cases on why 
it 
was done some way, and changing it another way sort of break things.

  The other time consuming part is the standardization of exits (making all 
town 
exits oak doors).  But I imagine something like 'sed s/invisible exit/oakdoor/' 
would take care of that pretty easily.


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Re: [crossfire] Conventions for exits in town

2010-01-10 Thread Mark Wedel
Nicolas Weeger wrote:
 Hello.
 
 To have some coherence in maps in town, I'd like to suggest the following 
 rules for exits:
 - in the world map, you need to apply an exit to enter the map

  That sounds good.

 - in a town map, exit is applied automatically when you step on it

  I take that to mean that this is the exit in the building/shop/whatever that 
leads back out onto the world map?

  Might need to be careful about that - I could see some situations where the 
player is placed on the exit, but doesn't want to leave the building (eg, using 
the shop mat, and the only available place in the exit space, etc).

  Also, what about dungeons within the town (basement in goth's tavern for 
example)?  I'm not wild about that being automatically applied when one steps 
on it.

  I think as much as anything else, the meaning of the exit (based on 
appearance) should be consistent.

  For example, stairs no matter where they are, should require an explicit 
apply 
to use them

  Oak doors could always be auto apply, etc.  Buildings are always explicit 
apply, and so on.

  So as a player, if I see an oakdoor, I know what it will (or won't do) no 
matter where I am.

  Beyond that, having more consistency based on location sounds good.  It may 
just mean updating all the maps to have the appropriate exit for their location.


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[crossfire] Conventions for exits in town

2010-01-09 Thread Nicolas Weeger
Hello.

To have some coherence in maps in town, I'd like to suggest the following 
rules for exits:
- in the world map, you need to apply an exit to enter the map
- in a town map, exit is applied automatically when you step on it

Does that sound ok?


Nicolas
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Re: [crossfire] Conventions for exits in town

2010-01-09 Thread Otto J. Makela
Nicolas Weeger wrote:

 To have some coherence in maps in town, I'd like to suggest the following 
 rules for exits:
 - in the world map, you need to apply an exit to enter the map
 - in a town map, exit is applied automatically when you step on it
 
 Does that sound ok?

I'd say this depends on how the town sub-map you are exiting is built,
either including the house surroundings or just an interior view.

If there is a door icon, you would obviously want it to work only
when applied, but if there is an whirlwind exit (or an hidden exit,
for example under pavement) you wouldn't want to need to apply it.

If you want to be consistent, you need to edit lots of town views,
creating surroundings for each house to be able to use the hidden
exit strategy.

Which reminds me, who remembers far back to when you were a beginner?
Did you find it confusing in the world map the way some of the 2×2
houses have a roof area you cannot walk over, even though some of
the larger buildings like keeps and temples do not have this limitation?
I also found it a bit confusing that there are statues and lampposts
which do block your way and identical-looking ones which do not do that.

PS. Easiest solution to create an panic exit for the Devourers underground
is just to hide it under a generator, that way the vampires won't activate it.
I didn't realize vampires will by default also dig through weak walls :-/
Now, where does one submit map updates?
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