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Larger game play screen

Posted: Sat Dec 01, 2007 1:51 pm
by Drathe
Is it a viable possibility to increase the actual game play screen diameters so that the character can see more of the area around them? What about increasing the size of the whole game client window. (I am not talking tapping the full screen button.) Thus enlarging both the game play window and making the layout a little more comfortably seated inside it?

I do think the client window at present is adequate and the layout and features are well implemented and placed, don’t get me wrong on that.

But IF this is a possibility, lets discuss the pros and cons and if it is worth the effort. I personally would like to see more of the world around me I find it a little claustrophobic such a small window into the world. The extra space would also give a little more room to the active text space. Sometimes when the RP is flowing the text box can become the sole focus and with a few descriptions or actions thrown in the text quickly slides into the ‘dead area’ to be scrolled to and read over to catch up.

An in game character benefit would be to give archers their advantage! Distance to aim and shoot advancing enemies. Just a couple of thoughts, add subtract you own.

Posted: Sat Dec 01, 2007 1:53 pm
by Llama
I agree, the client should be a bit wider..

Posted: Sat Dec 01, 2007 2:35 pm
by AlexRose
It'd just be annoying for me, since I usually judge how far away I can cast from the distance from the screen. Seems fine right now otherwise.

Posted: Sat Dec 01, 2007 2:55 pm
by Nitram
The minor problem is, that the client does not know the map outside of the screen. So the server would have to send a bigger map. But its hardly possible to make the layout smaller in general. It would be only possible to increase the resolution of the client. That would kick a few players, including me, out of the game ( since my laptop is not able to work with a bigger resolution then 1024x768 ). With the bigger map the server would have to send, the amount of data that has to be transfered increases and the hardware requirements of the client increase, since it has to work with the bigger map.

I fear the changes, exspecially in the client are pretty major. And i doubt that the needed work is sufficient to the afford we gain. Exspecially since we kick out some players with this.

Nitram

Posted: Sat Dec 01, 2007 5:45 pm
by Drathe
They are very fair and good points Nitram, thank you for the information!

Posted: Sat Dec 01, 2007 6:49 pm
by Shingo
yah, i'd be kicked out too with this... even though i would have loved a bigger client.

Posted: Sat Dec 01, 2007 10:44 pm
by Thanseus Valerian
ich kanns zwar nicht auf englisch schreiben aber wie wärs wenn man in eine richtung schauen kann und somit weiter guggn kann?

zB ich stehe auf der wiese und drücke auf einen knopf unter meinem chatfenster...
dann geht das sichtfeld ein paar schritte nach vorne aber mein chars bleibt da stehen wo er ist.und somit kann ich mehr vor mir sehen als normal

ich glaub wenn man das spielfeld kleiner amcht tut man sich schwer was zu erkennen und es wäre sicher unangenehm in soeiner ungewohnten sichtweise zu spielen

Posted: Sat Dec 08, 2007 7:42 am
by Konrad Knox
Question slightly related to this, concerning the map. Minimap in particular.

Is it possible to make the minimap clickable? Walking long distance can be a chore, but the right click on the tile ahead of you is helpful. I like how the character picks shortest path already, that's good.
It would be need if you could click a point on the minimap, and the character would plan a path to it.

Does the map need to be fed to do this? Or is it possible to plan the route ahead of actually loading the map to the client? Or maybe do calculations necessary for path planning as soon as the new map data loads?

Posted: Sat Dec 08, 2007 2:18 pm
by Nitram
Thats not possible since the client does no know the map outside of the client screen ( it only stores the tile in the minimap, not the items ) so its not possible to calculate a way to the position you clicked at.

Nitram

Posted: Sun Dec 09, 2007 11:42 am
by Konrad Knox
What about calculating on the fly? Updating the calculation, say, every 10 tiles, as new object data comes in? It would probably result in a pause every now and then, but still.

You can already calculate tile bearing (treasure maps is a good example), so if you could figure out how to update the object map, you could probably implement this feat if you find it appealing of course.

Posted: Sun Dec 09, 2007 1:31 pm
by Nitram
Yeah. But in case there something that blocks the way out and is bigger then a screen ( like a mountain ) the client can't find the way around.