08.10.2009 - 19:25
Equip, ignite, aim, throw.
In a RL I'm making I will have dynamite as a common weapon.
I'm trying to come up with a good design for the keyboard commands to
handle this.
What I want is that the player should be able to ignite the fuse
without throwing the dynamite,
so that you can let a few turns pass while the fuse is lit, and give
the enemies less chance of escape when you throw.
The game will not exactly be a "coffee-break-RL", but I think a good
thing to aim for is to have as few (and intuitive) key-presses as
possible for any purpose.
I have one suggestion for this:
d - a - F - t - <aim> - Enter
Where 'd' would be a command for equipping dynamite in the 'Wielding'-
slot,
this would bring up the inventory with a filter to only show the
different dynamite-type items.
Then you select one by pressing 'a' or 'b' or 'c' and so on, like in
Angband.
'F' would be the command to ignite/light/fire what you are holding
(automatically checks if you possess anything that can apply fire to
it)
't' means 'throw what you're wielding', a marker comes up and you
select where you want to throw, then enter to confirm.
+ It is "thorough", allowing the player to do precisely what (s)he
intends to do.
- Too many key-presses? Unintuitive?
You could have a command that is a macro for 'd-a-F', for example 'D'.
'd-a' could perhaps be scrapped, and instead you just equip dynamite
in the inventory like any other weapon. This would take more key-
presses, but less key-commands to find out and memorize.
How do other RL's solve this? How would you do it?
08.10.2009 - 21:02
Martin Törnqvist <m.tornq@gmail.com> wrote:
