claymore's hedgewars suggestion list

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claymore
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Taking some inspiration from inu... and since my own build is broken and the forums are in need of some life... I thought I would do another suggestion list of things that won't be implemented.

1. Remove automatic firing of parachute. The way it is currently, you can simply make a habit of switching to parachute before making a dubious drop. Also, sometimes you do want to fire parachute manually in order to cross a wide gap. In this case, the automatic firing is a serious nuisance.

2. List room names beside list of players in netgame lobby. As soon as I join the multiplayer lobby, I right-click all my friends' names to see which rooms they're in.

3. Blurring delayed weapon icons is superfluous, it doesn't look good at all. Nemo disagrees, but he's the one who implemented it, and he didn't really ask anyone else... just for the sake of argument, what do other players think?

4. Include Hysteria as a default scheme (possibly with a health warning). UnC0Rr has no issues with this. It's a bit scary for noobs perhaps, but it offers really solid gameplay.

5. Include a Classic Default scheme (especially for those who think the post-Birdy weapons largely suck). Take out sine gun, land gun, timebox, drill strike, birdy, cake, structure, rope, rc plane. Restrict switches to 1.

6. Drill strike has been overpowered since Henek got to it; it shouldn't keep drilling through multiple layers. It's especially lethal in sudden death!

7. I don't like the new seduction, it seems even less useful than the old one (the old one was actually quite useful at times). At the very least, call the new one "multi seduction" and bring back the old one as a separate weapon.

8. Include enough default teams (including a CPU team) to actually start a single-player game with.

9. Brown shouldn't be a team colour.

10. Keep local statistics like number of games won, lost etc.

11. Allow configuring a default name display and zoom level in the options.

12. Right-click on map preview to open up "drawn map" screen.

13. Allow panning camera when game is paused.

14. Have separate keys for "find hedgehog" and "auto camera".

...

nemo
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claymore allegedly wrote:

Taking some inspiration from inu... and since my own build is broken and the forums are in need of some life... I thought I would do another suggestion list of things that won't be implemented.

1. Remove automatic firing of parachute. The way it is currently, you can simply make a habit of switching to parachute before making a dubious drop. Also, sometimes you do want to fire parachute manually in order to cross a wide gap. In this case, the automatic firing is a serious nuisance.


User un-friendly and inconvenient. Also, if you want to cross a really wide gap, so wide that you would fire parachute as you fell even as you jumped across, just switch to parachute in mid-air.
Disagree w/ this, won't implement.

claymore allegedly wrote:

2. List room names beside list of players in netgame lobby. As soon as I join the multiplayer lobby, I right-click all my friends' names to see which rooms they're in.

Not sure how this would be implemented. It isn't like there is that much space.

claymore allegedly wrote:

3. Blurring delayed weapon icons is superfluous, it doesn't look good at all. Nemo disagrees, but he's the one who implemented it, and he didn't really ask anyone else... just for the sake of argument, what do other players think?

Disagree on the æsthetics (obviously) but setting that aside, blurring was more about conveying information. Desaturating was ambiguous on several weapons. You couldn't tell at a glance which you couldn't use. Even worse when doing greyscale red/cyan. If it bothers you so much, change the PNG in your local copy. If you'd like other people to have this, submit it for inclusion on DLC.

claymore allegedly wrote:

4. Include Hysteria as a default scheme (possibly with a health warning). UnC0Rr has no issues with this. It's a bit scary for noobs perhaps, but it offers really solid gameplay.

No particular objection, but whenever it comes up, no one bothers to provide a patch. It does take a little effort to setup. I'm sure it'll get added eventually.

claymore allegedly wrote:

5. Include a Classic Default scheme (especially for those who think the post-Birdy weapons largely suck). Take out sine gun, land gun, timebox, drill strike, birdy, cake, structure, rope, rc plane. Restrict switches to 1.

No. Make your own if you want it. Everyone has opinions.

claymore allegedly wrote:

6. Drill strike has been overpowered since Henek got to it; it shouldn't keep drilling through multiple layers. It's especially lethal in sudden death!

Kind of agree on this, but it was totally useless before, when it exploded on first layer. Not sure what a good solution is. Maybe one layer? Anyway, leaving it alone for now.

claymore allegedly wrote:

7. I don't like the new seduction, it seems even less useful than the old one (the old one was actually quite useful at times). At the very least, call the new one "multi seduction" and bring back the old one as a separate weapon.

1) What Tiy wanted when he conceived of the weapon. 2) Has quite a few uses when attacking from a protected location. For example, people commonly use drill rocket to drown a hog on the opposite side of a cliff when they could be using seduction. Old one was almost totally useless. Not going to bring back the old one. Certainly NOT going to clutter up weapons w/ 2 similar ones. Learn to use it effectively.

claymore allegedly wrote:

8. Include enough default teams (including a CPU team) to actually start a single-player game with.

Reasonable. Probably should do that.

claymore allegedly wrote:

9. Brown shouldn't be a team colour.

Blame mikade, but I agree. Just at the time, and you were there, no one opposed it as a colour when we were voting on it.

claymore allegedly wrote:

10. Keep local statistics like number of games won, lost etc.

There's been some partial work on this as you know, so not an original idea. Just needs someone to actually get around to implementing it fully.

claymore allegedly wrote:

11. Allow configuring a default name display and zoom level in the options.

Eh. Not terribly useful IMO, so I won't clutter up the config w/ it until someone gets around to adding the advanced config tab. We are short enough on space as it is.

claymore allegedly wrote:

12. Right-click on map preview to open up "drawn map" screen.

... no.

claymore allegedly wrote:

13. Allow panning camera when game is paused.

Reasonable. Actually, I'm surprised that's not already an option. I'll take a look tonight.

claymore allegedly wrote:

14. Have separate keys for "find hedgehog" and "auto camera".

Greeeeat. One more keybinding. Anyway. Not touching this one, myself.

--
Oh, what the heck. 1PLXzL1CBUD1kdEWqMrwNUfGrGiirV1WpH <= tip a hedgewars dev

Star and Moon
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Quote:
6. Drill strike has been overpowered since Henek got to it; it shouldn't keep drilling through multiple layers. It's especially lethal in sudden death!

Hmm... I think drill strike in it's current state is too hard to hit hogs, I think it should be user detonated.

oinky
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Quote:
12. Right-click on map preview to open up "drawn map" screen.

Very good idea, if it would allow to edit already generated maps. That way player wouldn't have to draw map from scratch and would only add improvements.
Currently generated maps are mostly smooth (they don't have many "cracks" and "branches" for hiding) and aren't very suitable for more serious strategic schemes.

PS.: I know hedgewars people have wormophobia, but this feature is really useful and neglecting it for that reason alone isn't very rational.

nemo
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So, I ignored this for a day, due to person being a jerk, but figured, what the hell.

oinky, drawn maps aren't implemented in a way where that would work at present, very cleanly. The drawn maps are vector, the terrain data is kinda vector, but a different method, and what the frontend gets is a bitmap. So interacting w/ it in the drawing would be difficult. I can imagine a semi-easy hybrid method, where you would display the terrain as a background for the drawing and scribble erasures and new stuff on top. Then you'd take that vector data and overlay it in the game. Kinda convoluted, and might confuse people a bit, especially the erasure.
On the other hand, the fact that drawn maps are vector allows the data to be stored very compactly, and allowed me to fiddle around w/ that SVG import procedure.

There is a task on the books to implement a new terrain generator, probably using something like:
http://accidentalnoise.sourceforge.net/minecraftworlds.html
That is, integer based ridged multi (folded perlin/simplex).

As for features. We have features other games don't have, in terms of customisation, weapons, mechanics, scripting...
But nonetheless, the game is OPEN SOURCE. If you want a feature, and you think it is easy to do, please submit a patch!

--
Oh, what the heck. 1PLXzL1CBUD1kdEWqMrwNUfGrGiirV1WpH <= tip a hedgewars dev

oinky
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Sorry, I thought (judging by that quick "no") that was one of those cases where useful feature is not even being considered just for being "in that other game".
Well, if it cannot be implemented due to technical difficulty, then my bad.

nemo
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oinky allegedly wrote:

Sorry, I thought (judging by that quick "no") that was one of those cases where useful feature is not even being considered just for being "in that other game".
Well, if it cannot be implemented due to technical difficulty, then my bad.

That wasn't how the question was described, which was why I said no.
Taking the question literally. It merely said. "right click on map preview to open drawn map mode"
It said nothing about. "To edit the static or generated map that is currently displayed"

*your* response offered a bit more of an interpretation of what he might have meant.
shame it was still inconsiderate.

--
Oh, what the heck. 1PLXzL1CBUD1kdEWqMrwNUfGrGiirV1WpH <= tip a hedgewars dev

claymore
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nemo allegedly wrote:
Taking the question literally. It merely said. "right click on map preview to open drawn map mode"

Just to clarify: I meant this simply as a shortcut, and I didn't have in mind editing generated maps. Though that would be cool if it were possible.

...
15. Bring back the lamp for the room host. It's a useful way for the host to indicate to the other players whether he is ready to start the game.

16. Add as a game scheme modifier the option to switch hogs at the start of your turn. This is really the only way to take advantage of having more hogs than your opponent, since a good opponent will easily exploit the fixed turn order. (Example: you have two hogs vs the opponent's one, one of your hogs being near the opponent's hog. The opponent's hog will get twice as many shots at that hog.) Also, some scripts like Specialists depend on this feature, and it would be nice for it not to have to be scripted in.

Koda
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claymore allegedly wrote:

15. Bring back the lamp for the room host. It's a useful way for the host to indicate to the other players whether he is ready to start the game.

Of course the host is ready, otherwise why would he have created the room? If he can't start the game when everyone else is ready he can just say so in chat.

claymore
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Koda allegedly wrote:
Of course the host is ready, otherwise why would he have created the room?

People frequently create rooms and leave them open while they do other things. If you don't believe me, log on and scroll to the bottom of the room list. Either they're afk, or they're using another program and checking on the room occasionally.

Quote:
If he can't start the game when everyone else is ready he can just say so in chat.

Why not go the whole hog, if you'll pardon the pun, and remove lightbulbs altogether? People can just say they're ready in the chat.

Dark Spyro
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Sorry can't tell you because your's comment is too much Sad Smiley. I should read for a weekend. Maybe...

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