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Traditional Roguelikes (Turn Based) / Re: Shadow of the Wyrm v1.0.2 "de Falla"(formerly Savage Lands)
« on: May 10, 2019, 07:39:42 AM »
Hey jcd, I just starting playing a few days ago and I'm enjoying it so far. It captures the ADOM feel well, and I particularly like the crafting mechanics. I do have some feedback if you're interested in it, mostly on the UX side of things.
Input
HUD
Gameplay
Misc/Bugs
I might be able to submit pull requests for a few of the simpler ones if you're interested, although I remember reading on the site that you weren't quite ready for pulls yet.
Input
- Some actions would benefit overloaded keybindings in order to reduce hand movement. Some ones that stood out to me are: +/-/PgUp/PgDwn to change pages and spacebar to exit menus.
- Enter on the numpad does not have full parity with the main enter key. Most notably, numpad enter cannot be used to pick up a stack of items.
- Being able to drop more than one item at once, or a way to automatically re-open the drop menu, would be very helpful when managing stashes of items or selling things.
- The y/n prompt when swapping places with friendly units seems unnecessary (in town, at least), or could be disabled as an option in the ini file.
- 'w'alk improvements - it looks like you have some feedback on this already so I'll just add +1 to it, especially the issue where it auto-digs if a pickaxe is equipped.
- 99% of the time when dealing with an item stack, I want to pick up/drop the entire stack. Partial pick-ups could be a different hotkey.
HUD
- The game's default window size is much wider than the in-game maps. Ideally they would match so the player can more easily tell how close they are to the edges.
- Stats seem to render one after another instead of each stat having a fixed location. This is a bit confusing as my HP seems to be the last stat on the first row but sometimes it can be bumped to the second row and it's hard to find.
- Adding color to the message log would be nice.
- Walking on top of an object/feature should put the examine message of that object in the message log.
Gameplay
- If resting with hostiles near took 1 turn, then '5' could effectively be used as a wait command. I realize 's' and '.' can also do this, so maybe I just have to fix my muscle memory for this game.
- If I try to sell an item but refuse the price, I almost always want that item to stay in my inventory instead of dropping it on the shop floor.
- An option to "pause" the game after certain triggers would help people like me who play (too) quickly. When paused the game would ignore all inputs until space bar is pressed. Examples of triggers would be dropping below 15% health, taking more than 50% health in a single attack, beginning to starve, etc.
- Ammo fired by the player should auto-pickup.
Misc/Bugs
- Separating corpses and food into separate autopickup groups would be nice. Corpses weigh too much for me to ever want autopickup for them.
- Sometimes I have multiple stacks of ivory pieces. I'm not sure if this is a bug.
- Auto-pickup triggers when leaving a map on the tile that you're leaving from, which seems incorrect. If you drop an item on the edge of town and then leave town, it will pick the item back up.
- A trap generated on top of the stairs, and the tile showed the trap graphic instead of the stair graphic. I had to examine all the tiles with traps to find where the stairs were.
I might be able to submit pull requests for a few of the simpler ones if you're interested, although I remember reading on the site that you weren't quite ready for pulls yet.