Author Topic: Info line idea  (Read 82449 times)

Krice

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Re: Info line idea
« Reply #30 on: June 01, 2016, 07:18:48 AM »
I'm far more interested in the fate of this Info Line

I'm probably using it in "look mode" and it's appearing on top of the gameview, not as separate line. Yet I think there should be something at the bottom of the screen, since there is a 5-line message view at the top of the screen. Or maybe messages could be placed there?

mushroom patch

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Re: Info line idea
« Reply #31 on: June 03, 2016, 02:52:11 PM »
Kind of unfair to blame Krice for people leaving a low activity forum that deals in unfocused rambles about games that mostly don't exist.

re: The OP, I've been wrestling with the question of whether to implement an info bar in Doritos Presents: Tortilla Chip Simulator for literally decades.

akeley

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Re: Info line idea
« Reply #32 on: June 04, 2016, 09:35:09 AM »
Yep, guess I was just confused by the sign on the door which says "Temple Of The Roguelike". Must be a metaphor or something.

Krice

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Re: Info line idea
« Reply #33 on: June 04, 2016, 09:44:37 AM »
Kind of unfair to blame Krice for people leaving a low activity forum that deals in unfocused rambles about games that mostly don't exist.

Why don't you shut the fuck up about that. You don't have to constantly remind us real developers that roguelikes can take a long time to create. Unless of course you are an asshole. Then it's understandable I guess.

mushroom patch

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Re: Info line idea
« Reply #34 on: June 04, 2016, 03:49:30 PM »
Yep, guess I was just confused by the sign on the door which says "Temple Of The Roguelike". Must be a metaphor or something.

More of an aspirational thing afaict. [edit: This is a bit unfair... the announcements section is actually good.]

@Krice: You're right, let's get down to some real roguelike development talk here: What programming language do you think someone should learn to best implement an info line in a roguelike game?
« Last Edit: June 04, 2016, 03:51:56 PM by mushroom patch »

jcd748

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Re: Info line idea
« Reply #35 on: June 04, 2016, 06:47:16 PM »
Kind of unfair to blame Krice for people leaving a low activity forum that deals in unfocused rambles about games that mostly don't exist.

Why don't you shut the fuck up about that. You don't have to constantly remind us real developers that roguelikes can take a long time to create. Unless of course you are an asshole. Then it's understandable I guess.

That you haven't been banned for your rude and boorish behaviour is, frankly, beyond me.

How's Karduria coming?

Aleksanderus

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Re: Info line idea
« Reply #36 on: June 04, 2016, 07:08:21 PM »
This time I agree with Krice, it takes a good amount of time to even make a simple mod to games (tested by me).

Krice

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Re: Info line idea
« Reply #37 on: June 05, 2016, 06:57:04 AM »
Remember when I was talking about the message area. I decided to move it to bottom part of the screen, but then upper part was looking a bit dumb, because it had nothing. Then I had an idea to make one top line for newest message and move rest of them to bottom message area with 5 lines as a backlog which is always visible. Now I have a classic Nethack top line for messages, but with modern backlog so you don't need to press -more- or check out messages from a backlog (unless there are more than 6 messages during a turn in which case you can read them by pressing 'm').

And I can use that top line for temporary displaying info when hovering on some areas.

http://paulkp.mbnet.fi/pics/gameview.jpg

mushroom patch

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Re: Info line idea
« Reply #38 on: June 05, 2016, 10:37:20 PM »
This time I agree with Krice, it takes a good amount of time to even make a simple mod to games (tested by me).

I don't disagree, but there are good amounts of time and bad amounts of time if you follow me...

Krice

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Re: Info line idea
« Reply #39 on: June 06, 2016, 07:22:36 AM »
I don't disagree, but there are good amounts of time and bad amounts of time if you follow me...

Since you don't have experience on programming you simply don't realize how things are. There are examples of game projects that took several years, some even close to ten years, to finish and they were made by a team of professionals. Now imagine just one man trying to work on a demanding game project. It's not easy, it's far from easy. Besides most of us have other things in life than programming, we are not professionals who get paid to create games and can 100% concentrate on that. But hey, I know you can't imagine all that, because the way you act. The first thing you should realize is how ignorant you are. Then you could move on to become a better version of yourself.

Cfyz

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Re: Info line idea
« Reply #40 on: June 06, 2016, 12:07:40 PM »
How do english-speakers call trolls which are so well-fed (or lazy) they stop being subtle? In russian they are called 'fat' trolls. Some are so fat they do not fit into the thread anymore and practically ooze out of your screen. This talk about professionals and long-term development is so fat it leaves smears on the screen each time it comes up x_x.

Actually, I'm genuinely curious about the term. The russian one is more or less language-specific with 'толстый' ('fat') being the simple antonym to 'тонкий' ('thin') which is 'subtle' in russian. I've googled a bit but couldn't find any direct analog.

Aleksanderus

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Re: Info line idea
« Reply #41 on: June 06, 2016, 12:24:27 PM »
How do english-speakers call trolls which are so well-fed (or lazy) they stop being subtle? In russian they are called 'fat' trolls. Some are so fat they do not fit into the thread anymore and practically ooze out of your screen. This talk about professionals and long-term development is so fat it leaves smears on the screen each time it comes up x_x.

Actually, I'm genuinely curious about the term. The russian one is more or less language-specific with 'толстый' ('fat') being the simple antonym to 'тонкий' ('thin') which is 'subtle' in russian. I've googled a bit but couldn't find any direct analog.
Well, trolls are fun anyways.

AgingMinotaur

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Re: Info line idea
« Reply #42 on: June 06, 2016, 03:54:47 PM »
How do english-speakers call trolls which are so well-fed (or lazy) they stop being subtle? […] The russian one is more or less language-specific with 'толстый' ('fat') being the simple antonym to 'тонкий' ('thin') which is 'subtle' in russian.
I've never heard a specific word for this in English, but I guess "blatant trolling" fits the bill. Maybe there exists an official trollological term. With regards to our own flame-bot, though, I sometimes suspect he's simply being "thick" ;)

As always,
Minotauros
This matir, as laborintus, Dedalus hous, hath many halkes and hurnes ... wyndynges and wrynkelynges.

mushroom patch

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Re: Info line idea
« Reply #43 on: June 06, 2016, 06:05:26 PM »
*in extremely Krice voice* "Greetings fellow computer programming experts!"

Krice

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Re: Info line idea
« Reply #44 on: June 06, 2016, 07:02:44 PM »
When I started my project 20 years ago I was as ignorant as anyone else. I knew I was ok at programming and I had done some small games before. Like many I had an idea that a roguelike will probably take couple of years to do... now, 20 years later I'm only slightly better at making a guess when it's going to be ready. This is the "magic" of large scale projects. So many beginners think that if their 7DRL is 10K lines of code, then 100K lines of a bigger roguelike will "obviously" only take 10x more time to complete.

There are couple of ways to react to reality when it hits. Often the moment when you realize the scope of the task is when you have started and are well on the way to create the game engine. At some point it will be clear that it's not 10x, it's closer to like 100x more work. Often people will simply stop there and make up excuses about their real life issues etc. They then proceed to "know" that they would have been able to create the game. The other way is not to give up, but grow up as a person to understand more about the reality of large scale game programming.

People who give up are always going to be bitter about it, but they can't admit the facts, they rather attack real game developers in forums and try to make fun of them when the development is taking realistic amount of time (several years). They can't accept it, because the way they try to prevent a mental breakdown that could follow if they would have to face the reality.