View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0004085 | Valley 1 | Gameplay Idea | Sep 27, 2011 1:18 pm | May 17, 2012 11:06 am | |
Reporter | wigglestick | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.501 | ||||
Fixed in Version | 1.022 | ||||
Summary | 0004085: Minor exploration tedium | ||||
Description | I've found that exploration (i.e. filling in the mini-map enough to make sure you haven't missed any consciousness shards or gems) is somewhat tedious, except in large underground caverns or maze rooms, in which it is very tedious. It would be nice if there were a larger fill-in radius around the player character, and also if there were some kind of scouting goggle upgrade that would increase it drastically. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
related to | 0004663 | resolved | Chris_McElligottPark | Reveal the minimap by what the player sees instead of in chunks |
parent of | 0004664 | considering | New spell - Loot tracer | |
has duplicate | 0004188 | closed | Way to see resources on dungeon map in fog of war | |
related to | 0003942 | considering | Spell: Reveal entire dungeon map (100% scout it) | |
related to | 0007881 | feedback | Chris_McElligottPark | Alleviate Exploration Tedium w/ Minimap Change |
Not all the children of this issue are yet resolved or closed. |
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I do like the idea of some sort of scouting spell or item. |
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I have to agree with this, for me it quickly devolved into a mindless "gotta hunt down the fog of war" game of jump and avoid enemies. The funny thing is, as enemies are depending on gravity, its often easy as pie to explore the caves ;p I think the "goodies" like doors and mines and items should be always visible on the minimap even through the fog of war so that you can judge whether you should invest time into THIS dungeon or not. |
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This is especially tedious in maze rooms, which may be the point of maze rooms, but the situation is bad enough that I avoid that type at all cost. |
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Same here, re: the maze rooms. I was pretty happy with the total amount of loot I got out of the maze room, but by the time I was done with it I didn't want anything more to do with it, and I skipped the rest of the maze rooms in that dungeon. It would be very cool if there were also a scroll you could make that would do the thing that eRe4s3r suggested, where treasure shows up on the mini-map regardless of fog of war. It would be like the "detect treasure" spell in a rogue-like. :) |
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That could also be made a character skill we could choose on level up *hint* ;P |
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I just did a comment on report 0004095 approaching this problem too, but adding the lack of drops to it (especially for big places). Also, is it just me or does someone feel that the cavern with gem veins should be more "gemmed"? |
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Agree with all points above. |
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I support this at well. At the very least, push out the radius in which the map fog gets removed. I'm not sure if perhaps it's based on a smaller resolution, but I'm playing on 1680x1050 and often areas that are on my screen are still not revealed, even though I can literally see them. Having to jump over into them just to make the fog go away seems silly. And yet I do it, because I am OCD about those sort of things. |
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"It would be very cool if there were also a scroll you could make that would do the thing that eRe4s3r suggested, where treasure shows up on the mini-map regardless of fog of war" I fully support this idea. If implemented, it would also be nice to have a filter for it. For example, if you're only interested in potions, you could set the chunk map not to highlight anything else. |
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Having limited scrolls to explore a larger area is possible, but based on the way the game fills in the map having a variant exploration radius isn't really very possible. |
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Yes, I noticed that the mini-map seems to be pre-divided into patches that get filled in as you enter them, regardless of how close the edge of the patch might be to the edge of a room. I won't argue that it's something you should spend time on right now, but down the road I feel like it would be a pretty major polish improvement. |
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That could be a source of aggravation going forward. Sometimes it seems like it's waiting for me to cross an invisible line before revealing something on the minimap, especially at the edges of the map. Since resources can sometimes be seeded in dark spots hidden behind shrubbery, it can be nearly impossible to see them until you get their position on the minimap. When you say a variant isn't possible, do you mean it's not possible to make the de-fog area variable based on the player's resolution, or that it's not possible to change what it is right now, period? |
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Well, I could easily make it explore in a radius around you. But it would add some to the processing load as you run fast, and additionally things like the sky would not get scouted unless you went up there. Which I gather would bug some folks. |
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I could see how having all that unmapped empty sky would bug folks, it might bug me a little even, but not as much as the way the mini-map is filling in currently does. ;) In seriousness, that issue would only affect environments that have empty sky, like the Ice Age. Forests wouldn't have that problem, for example; I haven't actually been to any overworld environments other than Ice Age, Forest, and whatever era the modern buildings spawn in, so I don't know what percentage of area types would be affected. |
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Would it be possible to increase the minimum size of the pieces or make sure that they aren't mostly covered by a wall(if that even happens)? |
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That's also a bit awkward if its what the player sees... Those of us with with really large monitors can see quite far in either direction. Honestly though the light snake thing (i forgot the proper name) gives me pretty good coverage on exploration in most caves and gives you a good feel for a building. (maybe make another version that has reverse gravity so a player could conceivably scout a room without some thought and aiming? |
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Thanks! * Greatly altered how the scouting of a chunk's minimap works. Rather than it revealing stuff based on where you are standing, it's now based on what is on your screen at the time. This makes exploration of caves a lot faster and less tedious, and in general gives a better correlation between the minimap and what is on your screen at the time. |
Date Modified | Username | Field | Change |
---|---|---|---|
Sep 27, 2011 1:18 pm | wigglestick | New Issue | |
Sep 27, 2011 1:19 pm | tigersfan | Note Added: 0013909 | |
Sep 27, 2011 1:20 pm | tigersfan | Internal Weight | => Feature Suggestion |
Sep 27, 2011 1:20 pm | tigersfan | Status | new => considering |
Sep 27, 2011 1:29 pm | eRe4s3r | Note Added: 0013911 | |
Sep 27, 2011 1:34 pm | Procyon | Note Added: 0013912 | |
Sep 27, 2011 1:40 pm | wigglestick | Note Added: 0013914 | |
Sep 27, 2011 2:08 pm | eRe4s3r | Note Added: 0013923 | |
Sep 27, 2011 3:49 pm | GabrielKronos | Note Added: 0013981 | |
Sep 27, 2011 4:14 pm | oobleckthegreen | Note Added: 0014004 | |
Sep 27, 2011 9:39 pm | BobTheJanitor | Note Added: 0014088 | |
Sep 28, 2011 5:12 am | huw | Note Added: 0014199 | |
Sep 28, 2011 11:13 am | tigersfan | Relationship added | related to 0003942 |
Sep 28, 2011 11:13 am | tigersfan | Relationship added | has duplicate 0004188 |
Sep 28, 2011 11:26 am | Chris_McElligottPark | Note Added: 0014298 | |
Sep 28, 2011 11:41 am | wigglestick | Note Added: 0014306 | |
Sep 28, 2011 11:43 am | BobTheJanitor | Note Added: 0014309 | |
Sep 28, 2011 11:52 am | Chris_McElligottPark | Note Added: 0014314 | |
Sep 28, 2011 12:04 pm | wigglestick | Note Added: 0014322 | |
Sep 29, 2011 8:29 am | Enrymion | Note Added: 0014591 | |
Oct 13, 2011 1:21 pm | Underfot | Relationship added | parent of 0004664 |
Jan 27, 2012 1:08 pm | tigersfan | Relationship added | related to 0004663 |
May 5, 2012 12:50 pm | Skarlath | Note Added: 0023549 | |
May 17, 2012 10:13 am | Magestic Inspired | Relationship added | related to 0007881 |
May 17, 2012 11:06 am | Chris_McElligottPark | Note Added: 0024404 | |
May 17, 2012 11:06 am | Chris_McElligottPark | Status | considering => resolved |
May 17, 2012 11:06 am | Chris_McElligottPark | Fixed in Version | => 1.022 |
May 17, 2012 11:06 am | Chris_McElligottPark | Resolution | open => fixed |
May 17, 2012 11:06 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Apr 14, 2014 9:30 am | Chris_McElligottPark | Category | Suggestion - Gameplay => Gameplay Idea |