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Programming / Re: Legalized items/exp farming
« on: October 24, 2013, 06:02:56 AM »
Theoretically, why not? However, my first impression is that if a player wants to skip playing and just let the AI fast-forward some tasks for him then there's something wrong with the gameplay.
In the bat wings example, why not change the quest or recipe to get just one wing that's harder to find? The amount (20) seems like just a cheap move to make the player spend more time with the game. And the exp example - this seems like the whole game is crap and only getting achievements or levels is fun.
In my opinion the core gameplay should be so interesting that you actually want to do it. Things like leveling up should be secondary - a byproduct of having fun with the game.
In the bat wings example, why not change the quest or recipe to get just one wing that's harder to find? The amount (20) seems like just a cheap move to make the player spend more time with the game. And the exp example - this seems like the whole game is crap and only getting achievements or levels is fun.
In my opinion the core gameplay should be so interesting that you actually want to do it. Things like leveling up should be secondary - a byproduct of having fun with the game.

I tried your link and it really does seem a bit cumbersome. However, the Scheme 1 with Shift is not what I meant. In your example in Scheme 1 when you just walk normally the arrow keys work relatively to the character but when you press shift they switch and work relatively to the screen - this is the most confusing to me. It would be easier if it stayed relative to the character so that you would not have to change the perspective in your head. What I mean is: the character is facing N, you press right arrow (RA) to turn E, you press up arrow (UA) to walk E, you press and hold shift and press UA and you still move E (shift just means "no turning" but when going forward no turning is involved anyway), you hold the shift and press RA and you now move S (right arrow meaning move to the right according to character's perspective without turning). That would be what I meant and what I think would be easier to grasp. However, I'm not so sure anymore if that would actually be easy and clear enough.
so that only a fraction of creatures uses their brains every turn. This may also make it more natural and avoid situations in which a creature does something like: