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| Who Needs Direction? |
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Thomas Fjellstrom
Member #476
June 2000
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Theres no reason to forcefully leave out i18n. -- |
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23yrold3yrold
Member #1,134
March 2001
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Quote: Theres no reason to forcefully leave out i18n.
Time? Otherwise you do it. -- |
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Thomas Fjellstrom
Member #476
June 2000
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Its no more work to keep it in mind, than it is to consciously leave support out. Besides, allegro has a function to get translated strings, and natively supports Unicode. EDIT: edited. -- |
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23yrold3yrold
Member #1,134
March 2001
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It's in mind. Waaaay in the back, is all. -- |
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Evert
Member #794
November 2000
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Quote: What controllers will be used? Keyboard, Mouse, Joystick? Will keys be remappable or fixed/set? I have a self-contained module that completely hides whether the input comes from a gamepad, a keyboard or even (in principle) a mouse. It lets you use multiple sources at the same time (so you can switch between gamepad or keyboard by putting aside one and picking up the other) and you can remap physical keys to "logical" keys. You then query whether a logical key, say GAME_KEY_UP or GAME_KEY_USE_ITEM has been pressed. If there's any kind of demand for this, let me know. I haven't touched the inner working of that code in years though and it might be a bit convoluted. It's also rooted firmly in Allegro 4, so it'd have to be rewritten for Allegro 5. It's also in C rather than C++, but a C++ interface is of course easily written for it. |
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Trezker
Member #1,739
December 2001
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I have started putting together the Game class. The hub of activity in my design. Now there is one question I would like an answer to. How do we handle input? As an improvement over KQ, you should always be able to open an in game menu by pressing esc (or select/start on whatever) and choose to skip dialog or exit to main menu. Pressing esc in any menu should close it. Anyone have objections? |
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alethiophile
Member #9,349
December 2007
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No objections to that. For cutscenes, there should be an option to press space and skip through. -- |
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Gr4|\|f
Member #9,499
February 2008
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How do we want the .map file designed? We could do XML, standard UNIX config file, our own proprietary thing, or one of those other things that Cortex Command uses. whaddayathink? Ping me @ 127.0.0.1 |
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Vanneto
Member #8,643
May 2007
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I'm for our own proprietary map format. It makes us look a lot more l33t! I agree with Trezker about the input. Simple and easy, thats the way it should be. So, is the SVN server going to be Miquel's? In capitalist America bank robs you. |
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23yrold3yrold
Member #1,134
March 2001
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Trezker: I need to finalize this as I design the dungeons, but we're currently going with the idea of keyboard movement, mouse aiming/shooting. -- |
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bamccaig
Member #7,536
July 2006
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alethiophile said: For cutscenes, there should be an option to press space and skip through. I prefer Trezker's suggestion. Trezker said: As an improvement over KQ, you should always be able to open an in game menu by pressing esc (or select/start on whatever) and choose to skip dialog or exit to main menu. Pressing esc in any menu should close it. I'm the kind of person that watches cutscenes 99% of the time, even when I've seen them before (unless they suck, in which case I'll probably still watch them once). I hate when I twitch or something and hit a button or click the mouse and unintentionally skip the cutscene and have to reload the game from a previous save and work to get back just to rewatch the cutscene (even if I'm right there it still takes time to load). The better solution, demonstrated in games of late, is to bring up a menu offering to skip the cutscene or exit to the main menu. And a confirmation prompt might be a good idea too, at least for the exit to menu option. This way the user is much less likely to trigger it unintentionally. -- acc.js | al4anim - Allegro 4 Animation library | Allegro 5 VS/NuGet Guide | Allegro.cc Mockup | Allegro.cc <code> Tag | Allegro 4 Timer Example (w/ Semaphores) | Allegro 5 "Winpkg" (MSVC readme) | Bambot | Blog | C++ STL Container Flowchart | Castopulence Software | Check Return Values | Derail? | Is This A Discussion? Flow Chart | Filesystem Hierarchy Standard | Clean Code Talks - Global State and Singletons | How To Use Header Files | GNU/Linux (Debian, Fedora, Gentoo) | rot (rot13, rot47, rotN) | Streaming |
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Mokkan
Member #4,355
February 2004
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Quote: The better solution, demonstrated in games of late, is to bring up a menu offering to skip the cutscene or exit to the main menu. And a confirmation prompt might be a good idea too, at least for the exit to menu option. This way the user is much less likely to trigger it unintentionally. This seems extremely unintuitive to me. I think a skip button makes a lot more sense, and not just to me, but your average joe. I can't even remember a time where I accidentally skipped a scene. If you're worried about people skipping them on accident, I think the best idea would be to keep a "journal" of all the scenes, and the player is able to replay scenes that they've encountered.
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m c
Member #5,337
December 2004
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The journal is a good common sense feature that too many games leave out these days. But I still think it is reasonable to display a confirmation prompt if they skip the cut-scene early, maybe something that asks if they are sure and tells them that they can always view it again in the journal, and has a tick box to disable prompting in the future. That seems quite sensible. (\ /) |
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bamccaig
Member #7,536
July 2006
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Mokkan said: This seems extremely unintuitive to me. I think a skip button makes a lot more sense, and not just to me, but your average joe. I can't even remember a time where I accidentally skipped a scene.
SquareEnix did it in FFXII and I think it's brilliant. I'm sure they'll do it again for FFXIII. There's nothing unintuitive about it. That's like saying a file deletion confirmation is unintuitive. Mokkan said: If you're worried about people skipping them on accident, I think the best idea would be to keep a "journal" of all the scenes, and the player is able to replay scenes that they've encountered. This is a good idea, however, it doesn't solve the problem of accidentally skipping the cutscene. Either way, the flow of the game is broken, which is very annoying for users (at least for me). m c said: ...and has a tick box to disable prompting in the future. That seems quite sensible.
Agreed. The optional prompt makes it even more user-friendly. Everybody gets what they want and if a user does unintentionally skip a cutscene it's probably his own damn fault for disabling the prompt. The menu also has the advantage of offering to exit the game faster (rather than waiting for the after-cutscene elements to load and render, he can immediately exit if he so desires). -- acc.js | al4anim - Allegro 4 Animation library | Allegro 5 VS/NuGet Guide | Allegro.cc Mockup | Allegro.cc <code> Tag | Allegro 4 Timer Example (w/ Semaphores) | Allegro 5 "Winpkg" (MSVC readme) | Bambot | Blog | C++ STL Container Flowchart | Castopulence Software | Check Return Values | Derail? | Is This A Discussion? Flow Chart | Filesystem Hierarchy Standard | Clean Code Talks - Global State and Singletons | How To Use Header Files | GNU/Linux (Debian, Fedora, Gentoo) | rot (rot13, rot47, rotN) | Streaming |
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Mokkan
Member #4,355
February 2004
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I must have missed the point. I think a confirmation would be a great idea. But I was thinking something like "Press spacebar to skip..." in the corner and then after you push it, it would ask if you were sure. I got the impression that you were saying that the user pushed the "main menu" button or whatever, and one of the options there was to skip the cutscene. Anyway, hardly matters. It seems we're on the same page.
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Trezker
Member #1,739
December 2001
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Quote: Trezker: I need to finalize this as I design the dungeons, but we're currently going with the idea of keyboard movement, mouse aiming/shooting. I don't think it matters much. I mentioned mouse because for some reason I figured it might cause some kind of problem... But now I've realized I was wrong. I've written a very simple Menu class that has pointers parent menu and child menu. So you can go further into submenus and escape to parent menus, no mish mash. For now I just send in ALLEGRO_EVENT events to the top menu which sends it on to child if available, to its own handler if no child. However we implement specific menus, I have no idea. I'm attaching what I have done so far. I'm too lazy to start using svn for this yet. Also, an attachment is easy for everyone reading the thread to just download and take a look at. See it as a nightly snapshot... There is not much comments in the code, so you'll have to just look around at your own risk. The Player, Animation, Animator classes is just something I ripped from my allegro 5 test project, I thought it'd be fun for everyone to fly around with Mr. Smiths famous Gryphon sprite. Oh, maybe I should also mention I build the project with scons. |
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Mark Oates
Member #1,146
March 2001
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cool! I usually keep keyboard input separate from my player classes, just wondering why you decided to include it in Player? just cause? I like the Animator/Animation classes. I've never done that before. -- |
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Trezker
Member #1,739
December 2001
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Yeah, the player class probably shouldn't know where the input comes from. It should just get events called up, down, left, right, shoot... |
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alethiophile
Member #9,349
December 2007
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Having actual code is good. Using the SVN repository that we have now is even better. You should import that. Also, in case anyone needs help with SVN: http://svnbook.red-bean.com -- |
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OnlineCop
Member #7,919
October 2006
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Okay, as long as we're using the Allegro hacker's guide, and it doesn't contain ALL the coding formats that we may encounter, where will this "new and updated" version be? Maybe as part of Mark Oates's page? Gr4|\|f said: How do we want the .map file designed? We could do XML, standard UNIX config file, our own proprietary thing, or one of those other things that Cortex Command uses. I'd like to do our own proprietary thing. Then you'd be forced to use a map editor to make changes. This means that the map editor itself could do a lot of the error checking and corrections, at the expense of easy readability and flexibility...
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Mark Oates
Member #1,146
March 2001
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Quote: and it doesn't contain ALL the coding formats that we may encounter it doesn't have to. Just use your best judgement. A 2nd line brace isn't going to cripple the project, but worrying about it will. -- |
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alethiophile
Member #9,349
December 2007
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For the map format, binary formats are a pain in the @$$. It should be plain-text, editable with any text editor. We can provide a map editor and say "don't edit these unless you're sure you know what you're doing", but taking out the ability of knowledgeable users to fiddle the maps by hand is not a good idea. EDIT: Also, we should start getting the code we have imported to SVN and giving developers access to it. -- |
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Mark Oates
Member #1,146
March 2001
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I agree with the text-editable map format. Everybody familiarize yourself with trezker's basic game structure here. Obligatory Redundant Link to the Monday Game Progress Summary Document Webpage Area or ORLMGPSDWA for short. -- |
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bamccaig
Member #7,536
July 2006
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I third the text-based map format. Assuming we're going for open source, the whole project should be as open as possible. -- acc.js | al4anim - Allegro 4 Animation library | Allegro 5 VS/NuGet Guide | Allegro.cc Mockup | Allegro.cc <code> Tag | Allegro 4 Timer Example (w/ Semaphores) | Allegro 5 "Winpkg" (MSVC readme) | Bambot | Blog | C++ STL Container Flowchart | Castopulence Software | Check Return Values | Derail? | Is This A Discussion? Flow Chart | Filesystem Hierarchy Standard | Clean Code Talks - Global State and Singletons | How To Use Header Files | GNU/Linux (Debian, Fedora, Gentoo) | rot (rot13, rot47, rotN) | Streaming |
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alethiophile
Member #9,349
December 2007
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And if we're not doing open source, then we need to make it as open as possible so as to avoid annoying users any further. -- |
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