Author Topic: Status condition indicators  (Read 4274 times)

0 Members and 1 Guest are viewing this topic.

ZiZNaK

  • Full Member
  • ***
  • Posts: 185
  • meh...
    • View Profile
Status condition indicators
« on: October 17, 2012, 08:14:51 AM »
Was thinking it would be nice to throw up some status indicators somewhere.  I happened to think of this while i was poisoned recently.  Each move my character makes is followed by that green puff which right now is the poison attack being made.  sometimes it hurts sometimes not but I was thinking this animation only really needs to be made when the poison has effected the character and maybe a little status icon somewhere to show you're poisoned might help to streamline things a bit... It's just that I notice that including the green puff animation effect with every move can greatly reduce the speed of the game... Making it only appear when you're actually hurt would help kill some unnecessary game operations wouldn't it? 
When in doubt.  Scroll of Recall

Dweller admin

  • Administrator
  • Hero Member
  • *****
  • Posts: 927
    • View Profile
Re: Status condition indicators
« Reply #1 on: October 17, 2012, 08:39:23 AM »
Yeah, status indicators is actually on my todo list (it's been there a long while though): http://dweller.lighthouseapp.com/projects/88670/tickets/9-show-status-icons-in-the-character-portrait

Sewerdweller

  • Full Member
  • ***
  • Posts: 121
  • is always looking for Great Rogue Like Games.
    • View Profile
Re: Status condition indicators
« Reply #2 on: October 17, 2012, 02:36:13 PM »
please include an indicator that you are unarmed -in big battles  you can lose your weapon and not realize it right away .

Mateusz P-G

  • Hero Member
  • *****
  • Posts: 560
  • Polish Translator
    • View Profile
Re: Status condition indicators
« Reply #3 on: October 19, 2012, 11:45:36 PM »
In case the chat will get scrolled too far and the links will go to hell,
here are my indicators for Poison, Slow and being unarmed:



Zoomed x4 with some scpacing added and palette displayed at the bottom:


(Only using colors already existing in Dweller's gfx palette.)
« Last Edit: October 20, 2012, 08:54:41 PM by Mateusz P-G »
If you remember the sprites from my avatar, know that you're awesome!

ZiZNaK

  • Full Member
  • ***
  • Posts: 185
  • meh...
    • View Profile
Re: Status condition indicators
« Reply #4 on: October 20, 2012, 02:01:33 AM »
beauTfull! me likey!
When in doubt.  Scroll of Recall

Mateusz P-G

  • Hero Member
  • *****
  • Posts: 560
  • Polish Translator
    • View Profile
Re: Status condition indicators
« Reply #5 on: October 20, 2012, 08:46:23 PM »
Added "Levitating" wing icon and completely remade the "Slow" one.
If you remember the sprites from my avatar, know that you're awesome!

V1t3r

  • Newbie
  • *
  • Posts: 26
  • Viter Hellmet(Storm mage)
    • View Profile
Re: Status condition indicators
« Reply #6 on: November 14, 2012, 08:35:21 PM »
Björn, can you add ability to move status icons to bottom left corner, please?(when there more then one effect on the charater status icons fully close the upper cell and as result we can't see monsters/items on that cell :-()
Every Ooze() had a maniacal dream: destroy all heavy doors(). Killing oozes you save the door's life XD

Dweller admin

  • Administrator
  • Hero Member
  • *****
  • Posts: 927
    • View Profile
Re: Status condition indicators
« Reply #7 on: November 15, 2012, 11:05:53 PM »
I never thought it could be a problem to have them where they are now, but I guess the status icons may obscure things on the map too much. I would rather not go with an option. It would be better to find a good position to have the status icons in than have them movable via a setting. Added a todo: http://dweller.lighthouseapp.com/projects/88670-dweller/tickets/568-fins-a-better-position-for-status-icons-as-they-obscure-too-much-of-the-adjacent-map-cells

ZiZNaK

  • Full Member
  • ***
  • Posts: 185
  • meh...
    • View Profile
Re: Status condition indicators
« Reply #8 on: November 17, 2012, 04:59:37 PM »
I thought about the icon positioning while playing recently but wrote it off as too trivial to mention just yet.
When in doubt.  Scroll of Recall

Mateusz P-G

  • Hero Member
  • *****
  • Posts: 560
  • Polish Translator
    • View Profile
Re: Status condition indicators
« Reply #9 on: November 17, 2012, 11:49:32 PM »
How about simply putting them together with the character's portrait
at the bottom left info window thing?
If you remember the sprites from my avatar, know that you're awesome!

Dweller admin

  • Administrator
  • Hero Member
  • *****
  • Posts: 927
    • View Profile
Re: Status condition indicators
« Reply #10 on: November 18, 2012, 02:16:42 PM »
Yeah, I'll move 'em down there and try to find room for them.

Mateusz P-G

  • Hero Member
  • *****
  • Posts: 560
  • Polish Translator
    • View Profile
Re: Status condition indicators
« Reply #11 on: November 18, 2012, 06:59:01 PM »
Indicators is one thing, but I think some of these could use a little
overhaul in mechanics as well. Poison and Slow are pernament
and need to be healed, so effectively they rule out any one-way
game mode with no Healer. Besides, Poison is a major pain in the
ass at the very beginning, meaning mandantory trips to the Healer,
but after getting the Rathunter's Cloak it becomes totally obsolete.
If its impact was smaller, there would be more viable choices for
Cloak slot, but alas, for now nothing can beat its utility value.

Another thing is how poison is tied to lowest tier creatures and
low depth dungeon (Sewers). Sewer Rats are abundant with their
poison, but afterwards, its frequency rapidly drops. Spiders seem
to have very small spawn rate in general and I usually got trouble
finding 10 of them for Venomblade before getting much further
into the game. Besides, after getting the afformentioned item, they
become just as useless as Sewer Rats.

So, here goes a list of suggested changes:
- Make Poison wear off after a certain amount of time (might be
based on unmodified Defence stat)
- Remove poison from Rats and Sewage and reinstitute the Disease
- Make the Disease different from Poison, dropping DoT part but in
trade giving it more severe stat penalties. Again, Disease should
wear off after a while.
- Enable the Spider Lair cave level (which is already in the game,
just inaccessible) and connect it with Venomblade quest, like only the
poison from the Spider Queen being potent enough for it.
- Add new ability to Spiders to make them less bland. Something like
Ensnare which prevents movement (not attacks) untill the character
succeds with unmodified Attack roll.
- Make Slow much more severe (dropping the Speed to half) but also
really short-lived. Right now all it does is annoy with message spam.
If you remember the sprites from my avatar, know that you're awesome!