Closed GoogleCodeExporter closed 9 years ago
My suggestions:
1. Maybe add a "Chat" button, which will only appear if you are next to NPC
(non-player character)? If there is more then one NPC next to you, there could
be a popup (for example: "Talk to Drunk" "Talk to Ganos") or something like
that.
2. By default, you chat with NPC if you try to move in his/her direction. Maybe
set an "auto switch position" as a default action for those situations? Of
course, there could be exceptions (important NPC's, which don't move).
Sorry for my english :)
Original comment by rafal.wa...@gmail.com
on 10 Dec 2010 at 11:25
1) The chat button is a good suggestion. (as an option)
The opening dialogs are very annoying in such cases.
Improvement:
Perhaps also a "push the NPC"-functionality. If I move towards him he will try
to leave the tile possibly moving other NPCs if no adjacent tile exists.
Original comment by SamuelPl...@gmail.com
on 11 Dec 2010 at 10:40
Popup would be ok if I don't have to dismiss it. So just walk away and the
popup disapears is ok. To have to tap on the popup to dismiss it, is much more
bad then the actual thing. A chat-button which is strictly optional is a good
idea. "pushing npc's" would be fun but is quite unrealistic.
I think the best solution would be that the hero can simply swap places with a
npc but not with a monster or with a "key npc" (traders, story-tellers,
quest-targets etc.). By the way: key npcs can become "normal" npc if the quest
is closed.
Original comment by erwr...@gmail.com
on 11 Dec 2010 at 12:30
I assume the slightest influence on current UI would be adding a "pass by"
button whenever there is a "bye/leave" button. e.g.
Trade - Leave - Pass by
This would work either by putting the char over npc (displayed by blinking the
two characters on same tile), or switching positions.
In any case, some NPCs (guardians of passages/entrances, particularly, quest
monsters :) ) may override this (i.e. no pass-by for them). E.g. clerics tend
to stay close to their altars -- they cannot be moved (and no reason, really)
Original comment by surrano
on 21 Dec 2010 at 2:54
Sounds good. Definitly better then now. I would prefer switching positions
instead of char over npc.
Original comment by erwr...@gmail.com
on 1 Jan 2011 at 9:52
Original comment by sdeva...@gmail.com
on 10 Feb 2011 at 12:48
Another much easier option would be to make the maps in such a way that
walkways are more than 1 tile wide.
Maybe we should update the Fallhaven maps to widen the walkways. But this is a
really low priority issue in my opinion.
Original comment by oskar.wi...@gmail.com
on 10 Feb 2011 at 7:31
I think widening walkways may be the best option. However, I also found this
very frustrating myself, because sometimes I'll see an NPC who just doesn't
want to leave (mostly at the top-leftmost map)
Original comment by jch...@email.wm.edu
on 8 Apr 2011 at 4:51
Issue 178 has been merged into this issue.
Original comment by sdeva...@gmail.com
on 19 Apr 2011 at 8:44
Why not just have no collision on these characters, with a button to chat as
mentioned before
Original comment by robindegen
on 28 Mar 2012 at 9:00
Marking this as ready for v0.6.11. Walkways in Fallhaven have been widened, to
remedy the situation. If we feel the need for some more advanced solution to
pushing NPCs, then we'll open a new issue for that.
Original comment by oskar.wi...@gmail.com
on 29 Apr 2012 at 3:52
OK. Is fine for me.
Original comment by erwr...@gmail.com
on 30 Apr 2012 at 5:26
Released in v0.6.11. Closing issue.
Original comment by oskar.wi...@gmail.com
on 9 Jun 2012 at 9:31
Original issue reported on code.google.com by
erwr...@gmail.com
on 10 Dec 2010 at 8:45