"ADOM’s gameplay is pretty straight forward. You use the arrow keys to move your character in the world"
This is actually a big problem: How do you teach people from turn 1 about diagonals, using the Numpad, or w/e the modern best practice is for a laptop (not vi keys).
I bet with the expanded audience, communicating diagonals is going to be a problem.
The keybindings this is actually going to be a pretty big issue as well. Obviously all of us who have been playing forever know about the adom.kbd file, but that's neither intuitive for easy for a new player. Can you implement a graphical "options" menu that allows you to easily change these things?
For menus I'm thinking: "keybindings" "messages" (allowing you to pick which messages to suppress) "gameplay options" (autopickup, etc.)
And so on? You could probably also get rid of quite a few commands if you integrate them all into that "options" menu.
The new death screen is so much nicer than the old one above :X Can't wait for our next release :)
ReplyDelete"ADOM’s gameplay is pretty straight forward. You use the arrow keys to move your character in the world"
ReplyDeleteThis is actually a big problem: How do you teach people from turn 1 about diagonals, using the Numpad, or w/e the modern best practice is for a laptop (not vi keys).
I bet with the expanded audience, communicating diagonals is going to be a problem.
The keybindings this is actually going to be a pretty big issue as well. Obviously all of us who have been playing forever know about the adom.kbd file, but that's neither intuitive for easy for a new player. Can you implement a graphical "options" menu that allows you to easily change these things?
ReplyDeleteFor menus I'm thinking:
"keybindings"
"messages" (allowing you to pick which messages to suppress)
"gameplay options" (autopickup, etc.)
And so on? You could probably also get rid of quite a few commands if you integrate them all into that "options" menu.