danvallejo / andors-trail

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Force monsters to attack faster #26

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
When doing long battles, it should be possible to speed up the monsters' 
attacks by tapping the screen. This way you could speed up long battles 
considerably.

Currently, you have to wait for the monster attack duration (or miss duration) 
to complete before either the monster or the player can attack again. When 
doing long battles, this amount to a lot of time, which could be shortened.

Original issue reported on code.google.com by oskar.wi...@gmail.com on 26 Nov 2010 at 1:49

GoogleCodeExporter commented 9 years ago
I would really really like it. Please?
Perhaps as an option?

The other options does work great!

Original comment by SamuelPl...@gmail.com on 26 Nov 2010 at 9:49

GoogleCodeExporter commented 9 years ago
There are easy and hard monsters. If I fight hard ones I usually think exactly 
if I hit them one more time or better get healed. But fighting easy monsters I 
just want the time to pass by.

So I suggest 2 things
1) If the monster attacks I could force it to attack by clicking anywhere on 
the screen.
2) If I have fewer APs left so that I could not attack again I could end the 
turn by clicking anywhere on the screen.

So when I attack easy monsters I only have to click many times anywhere on the 
screen fast.

These changes should not be applied to the attack button.

Original comment by SamuelPl...@gmail.com on 26 Nov 2010 at 11:10

GoogleCodeExporter commented 9 years ago
Yes, I think we should implement the possibility of speeding up the monsters' 
turn by clicking the screen. There are some tricky implementation details we 
have to sort out though. The monster turns are handled asynchronously at the 
moment, so we have to make sure that clicking won't cause a double attack to 
occur. 

I will have to investigate this in detail. For 0.6.6 however, it will have to 
wait. I'll start working on that after we have released 0.6.6 .

On a side note regarding 2, I noticed that if you attack with a weapon that has 
4 AP cost, you end up with 2AP left after two attacks. Because of these 2AP, 
the turn won't automatically end (which it does if you end up with 0AP). For a 
long fight, it would really be much easier if the turn auto-ends when you have 
used up all your AP. The reason for the turn not auto-ending now is however 
that 2AP is exactly what is required to use an item. So in order not to spend 
the players AP unnecessarily, the game wont auto-end such a turn. I've raised 
the AP cost of using items to 5AP now, and this makes the combat go much easier 
when doing long battles with weapons that have AP cost 4.

Original comment by oskar.wi...@gmail.com on 27 Nov 2010 at 6:46

GoogleCodeExporter commented 9 years ago
Regarding the change from 2 to 5 AP for using Food and potions. (good idea)

This almost fixed (2). There is a special case:
If I need 3 AP per attack and attack 2 monsters. Then if I kill the first one 
with 3 hits I got 1 AP left. But the turn is NOT automatically ended.

Original comment by SamuelPl...@gmail.com on 29 Nov 2010 at 1:03

GoogleCodeExporter commented 9 years ago
You could easily add this by specifying an attack speed in the preferences. 
Perhaps there should be 4 values:
normal
fast
very fast
instant

Original comment by SamuelPl...@gmail.com on 29 Nov 2010 at 1:13

GoogleCodeExporter commented 9 years ago
Attack speed is now implemented as a setting. I have tried it briefly on my 
device and it feels a lot better.

The available modes are:
 - Instant (no animations)
 - Fast (400ms per action)
 - Normal (1000ms per action)  This is the default in 0.6.6 .
 - Slow (1500ms per action)

Thank you again SamuelPlentz for suggesting it, this is a small but good change!

Original comment by oskar.wi...@gmail.com on 8 Dec 2010 at 7:38

GoogleCodeExporter commented 9 years ago
Similar to end-combat short notify (which could be improved as well...) there 
could be a summary-type turn handling:
a) one summary line per opponent:
Spectre hit you 2 times for a total of 3 HP
Spectre hit you once for 1 HP
Spectre missed you completely.

b) one summary line per round: [...] means optional
2 [of 3] opponents hit you 3 [of 9] times for a total of 4 HP. [(1 critical 
hit)]

The display option (e.g. called "combat detail level") could be:
- verbose (as it is now)
- short (one line per opponent)
- terse (one line per round)

Original comment by surrano on 8 Dec 2010 at 11:31

GoogleCodeExporter commented 9 years ago
I really like the idea of "combat detail level".

Original comment by SamuelPl...@gmail.com on 8 Dec 2010 at 12:07

GoogleCodeExporter commented 9 years ago
Thank you for surrano the suggestion of combat verbosity. I agree that it could 
be easier to follow the whole fight if the output was condesed a bit more. I'll 
move that suggestion into its own issue, so we can keep track of that 
separately and keep this issue about the monster attack speed. See Issue 68 
about that.

Original comment by oskar.wi...@gmail.com on 8 Dec 2010 at 8:17

GoogleCodeExporter commented 9 years ago
This is solved very well now. Thanks.

Original comment by SamuelPl...@gmail.com on 10 Dec 2010 at 7:52

GoogleCodeExporter commented 9 years ago

Original comment by oskar.wi...@gmail.com on 20 Dec 2010 at 9:11