Re: [crossfire] Conventions for exits in town
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 -- http://nicolas.weeger.org [Mon p'tit coin du web] signature.asc Description: This is a digitally signed message part. ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire
Re: [crossfire] Conventions for exits in town
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. ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire
Re: [crossfire] Conventions for exits in town
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. ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire
[crossfire] Conventions for exits in town
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 -- http://nicolas.weeger.org [Mon p'tit coin du web] signature.asc Description: This is a digitally signed message part. ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire
Re: [crossfire] Conventions for exits in town
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? -- /* * * Otto J. Makela o...@iki.fi * * * * * * * * * * * * * * * */ /* Phone: +358 40 765 5772, FAX: +358 42 7655772, ICBM: 60N 25E */ /* Mail: Mechelininkatu 26 B 27, FI-00100 Helsinki, FINLAND */ /* * * Computers Rule 0100 01001011 * * * * * * * * * * * * */ ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire