It matches Dwarf Fortress and we’re all too ingrained to change, so please no.
mobile hydroponic crop growing
[quote=“Litppunk, post:2880, topic:5570”]Am I the ONLY one around here that thinks…
That > should be up, < should be down, and that tile-sets should reflect this with stairs and such?[/quote]
Good lord what. Is there ANY roguelike that actually does that? >.<
[quote=“Random_dragon, post:2883, topic:5570”][quote=“Litppunk, post:2880, topic:5570”]Am I the ONLY one around here that thinks…
That > should be up, < should be down, and that tile-sets should reflect this with stairs and such?[/quote]
Good lord what. Is there ANY roguelike that actually does that? >.<[/quote]
So yes, I suppose you are.
Idk if i would count as simple but for auto pick up add a limit modifier for example if i say pick up arrows only auto pickup till i have 20 or something like that.
Why it will make inventory management easier once you start to amass large piles of good and you only want to carry certan amounts
[quote=“Litppunk, post:2880, topic:5570”]Am I the ONLY one around here that thinks…
That > should be up, < should be down, and that tile-sets should reflect this with stairs and such?[/quote]Switching the keys around should be a truly simple change, really. Switching the graphics around would need an edit though, and unfortunately in that vein, yes, I think you’re the only one.
[quote=“Litppunk, post:2880, topic:5570”]Am I the ONLY one around here that thinks…
That > should be up, < should be down, and that tile-sets should reflect this with stairs and such?[/quote]
It matches … just about every roguelike made since the 80s. It would not be wise to change this.
Why… Why is that a thing? Why does it not make sense for it to be the OTHER way around? Castles and staircases go UP to the RIGHT. This has been in place since the midevil ages! How did rougue-likes get this wrong to the point of habituality? WHYYYY!Y!!! My mind is frustrated by the mismatch >.< Dear god why. And everyone thinks wrong which means I now have to retrain my brain. I hate doing that. I trained it to be the wonderfully quirky and unique thing it is today with all the logic falling into the right places. And the stairs don’t match.
I’m going to go spas out elsewhere now where I’m less likely to start backhanding random passers-by
[quote=“Litppunk, post:2888, topic:5570”]Why… Why is that a thing? Why does it not make sense for it to be the OTHER way around? Castles and staircases go UP to the RIGHT. This has been in place since the midevil ages! How did rougue-likes get this wrong to the point of habituality? WHYYYY!Y!!! My mind is frustrated by the mismatch >.< Dear god why. And everyone thinks wrong which means I now have to retrain my brain. I hate doing that. I trained it to be the wonderfully quirky and unique thing it is today with all the logic falling into the right places. And the stairs don’t match.
I’m going to go spas out elsewhere now where I’m less likely to start backhanding random passers-by[/quote]> could be indicated as left to right, which is considered a synonym to progression. Roguelikes most familliarly progressed by descending deeper underground. Thus, > is descending.
What a sinister development. :V
I was thinking about what I said… I think I got it backwards… I think they go up to the left… but all modern staircases go up to the right…
In midevil times they would want as much of themselves behind the pillar as possible so only their sword side (for most the right side) so if the staircase went up to the left it would help defenders the most… Why are modern stairs to the right then… wtf. Am I mistaken? Ive gone and confused myself on this matter now.
They probably think that had-rails are more useful for dragging yourself up than slowing yourself down, and hand-rails would be easier to mount to an external wall than and internal support or empty void… I dunno, it is probably just stupidity, architecture always seemed to have a fondness for being more art than science…
I grew up on Rogue, so > means go down the stairs and < is not used unless you savescum…
Rogue-likes descended from Rogue, so they all use the same conventions in most instances. We could try using ^ and v or / and \ or U and D(Zork would approve…) or perhaps look through the extended character set for something that looks like a step beneath a platform and another one that looks like a step above a platform… But basically, there are hundreds of rogue-likes out there and they all do the same thing…
How about, instead of thinking “this is wrong, they go in the wrong direction” try thinking “this is fiction, they are being weird on purpose”. It is like having your king-Arthur Expy wear a magic bikini because it has better stats than the gothic plate, you just accept that magic is a thing in that world and move on. Sure, you might poke fun at it at first, but over time that gets old and you just ignore it, then it insidiously creeps into your mind and you start accepting it. And then you see a game with gothic plate having a better defensive value than the bikini and you start complaiing that all the good armour is too heavy and how it makes no sense to have a game like this because strength 0 heroes deserve good armour too…
Some kind of HUD indicator that makes it easy to check if you’re being grabbed at a glance. Maybe make the tile of the offending grabber blink or something?
^ Good one. Seeing the offending grabber at a glance would be righteous. Virtuous. Great justice. I can barely word today. Sentence formation.
Yea… dam bastards. Was going to uni it for architectural engineering but it turned out that wasn’t a thing yet. Architecture was basically art, and right next to the art building with screaming/crying people on loop on one of those old AV club tall carts, and a manhole randomly in the floor of the display room. Needless to say That scarred me away from seriously taking that route before it was too late. Engineering ended up not being what I thought either. Having very little to directly do with actually deciding what was going to be built in the end.
Sorry bout that bit of a derail. Now to go relearn how to stair.
Come now, just because you don’t understand contemporary art doesn’t mean that it isn’t of value. I suggest we add an “artistry” skill which influences the value of all player-crafted objects, at the cost of increased crafting time.
The knife spear is OP atm, outclasses pretty much all early melee weapons I know. The reach from a tile away gives you a safe and fast way to dispose of zombies during the period when using any other melee and distance weapon is either very slow or dangerous. Would like to see a nerf, maybe make it more fragile or lower the damage.
Also what’s up with marijuana giving the depressant status effect? It has some depressant like effects but it’s overall effects are far from other depressants and it’s mechanism of action is the exact opposite of depressant drugs like alcohol and benzos so I think it should definitely give a different status effect.
We currently don’t have a model for different kinds of depressants. Stimulant/depressant scale is currently a single number.
Hell, last I checked you basically can’t kill yourself by chugging aspirin, since its painkiller effect has a max to it, and it has no stim value.
So yes, depressant/stimulant and painkiller effects (which are distinct from each other) isn’t fleshed out much. :V
Though you can kill yourself with the Sensory Dulling CBM, which I discovered after taking two 120mm HEAT rounds to the torso and trying to nullify over 900 pain.