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Welcome   by codezombie on 05-07-2010 01:55:58
 Subject :on the interaction of picking up stuff and doors.. 12-11-2011 06:04:58 
Grävling
Dungeon Master
Joined: 04-11-2011 16:46:04
Posts: 96
Location

I am forever having trouble picking up things in a doorway.

Consider a square that has a door, a monster behind the door, a chest , a healing potion and pile of gold before the door.

You tap on the middle of the screen, over the loot.

currently you get told the name of the monster behind the door.

I think that this is the wrong default -- you shouldn't be able to tell what sort of monster there is behind closed doors in the first place, unless you have already seen this monster, for instance because you closed the door on him (and maybe are about to lock it).

If the monster isn't beside the door, but all the other cases hold, you will end up opening and closing the door.  If you lock the door, you will get told that the door is locked.  You need to change your point of view, by moving your finger so you are staring at the ground before you can get the loot and not the door.  Again, I think that this is the wrong priority -- you should always get the gold first, since there never is any reason not to pick it up, and the loot second.  You shouldn't get the name of a monster that is no longer behind a closed door (you just opened it) but several squares away.  You should get the loot second.

For people who desparately want to close the door and aren't interested in the loot, things would be improved if there was a place, that could never become covered with loot -- for instance exactly on the compass -- that only interacted with doors and never picked up loot or told you about monsters.  Of course we would then have to make zebo or somebody say something about the odd fact that you tap the compass to open the door, or maybe make a new image with a difference affordance.  The natural affordance for opening doors is the middle of them, expecially when there is a skull or some other form of ornamentation in the middle.

Just trying to open doors by aiming for 'above the ornament' -- the bottom level doors have a nice small circular mark -- a place that once held a gem?  screws to hold the door together? -- to aim for has improved my error rate in getting loot, but there still are some I just cannot get and it's annoying.

 

 

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 Subject :Re:on the interaction of picking up stuff and doors.. 12-11-2011 06:24:29 
Grävling
Dungeon Master
Joined: 04-11-2011 16:46:04
Posts: 96
Location
more door oddness. I am facing north. There is a locked door one square north and east of me (so to my right). My uppermost right hand spell is lay hands. I am standing here, waiting for my mana to get to half full so I can cast the spell. When I tap on the spell, if I have enough mana, it works, but if I do not it says that the door is locked. This isn't what is expected -- or what I expected at any rate.
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 Subject :Re:on the interaction of picking up stuff and doors.. 12-11-2011 10:54:30 
Grävling
Dungeon Master
Joined: 04-11-2011 16:46:04
Posts: 96
Location

I am now quite consistantly managing to close doors when being attacked by skeleton slaves and walking dead  -- including 2 at once -- in a doorway. The door goes down, and it looks like the monster is between you and the door. But it behaves like the monster is behind the door -- you cannot whack him, and, phew, he cannot whack you, either.

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Last Edited On: 12-11-2011 10:59:24 By Grävling for the Reason
 Subject :Re:on the interaction of picking up stuff and doors.. 12-11-2011 21:34:41 
codezombie
Zombie Programmer
Joined: 14-06-2010 21:54:27
Posts: 345
Location

Seems like I need to prevent door closing when a creature is occupying that location. I haven't disabled clicking behind spell buttons yet. That is why you were able to click on the door too.

Monster/item/door selection does need some additional attention. Right now I just use a formula which will select them based on depth with a minimum and maximum y value for their selection area. What I REALLY should do is find the center point of the object and use circle-ray collision from this point. I haven't worked out the formula for this yet.

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Last Edited On: 12-11-2011 21:35:49 By codezombie for the Reason
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