Pixel Dungeon
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While this is 'obvious' to a human, the computer doesn't (and I think, shouldn't) make the judgement call that the path is continuous. That being said, I think that when you plot a long course, your character should move the first few tiles slowly, to give the player time to react if the character is going in the opposite direction. As is, you have to panic tap the screen to get the character to stop, and even a second of delay can mean 50 tiles ran, which can be punishing in a game like this. Or just get good lol
I agree!
I think that might feel weird. To see your character move one step in the wrong direction, and then another after a delay. I don't know that you'd realize what's happening very quickly. Currently, it's the sudden rapid sound of footsteps that makes this mistake so obvious. I think odd movement isn't necessarily obvious right away, and while you're confused about it for a second, you take another step, and then another. I think that would often still end up with taking 3-4 steps by accident and that's often pretty bad.
I think a confirmation would be clearer and safer. We already have them for jumping in a pit.
I hate to be that guy, but just... remember how to move and where to click in these situations. It happened a few times to me also, but I view it as my fault, same with misclicking on the message about falling, same with setting myself on fire with WoFireblast and plethora of other mishaps. Also, assuming your "safe way/distance" is set to ~5, it would get kinda tedious when you need to traverse a lot of space. Throw two enemies in the way, and suddenly you have three message boxes to click through. In a short time, you would develop a habit of just clicking them off as quickly as possible, not paying much attention to them, which would result in the same problem.
That advice doesn't help when I didn't see the dark tile, or notice the trap in the narrow corridor.
The game is about making decisions and then living by them. Tapping and auto-pathing are a huge part of the game. You express intent by tapping, and the game makes all of the microdecisions for you instead of making you move tile by tile. You're giving up the decision-making to a pathing algorithm. When the game horribly misunderstands your intent and starts walking you in the opposite direction, it's not part of the challenge or fun. It's a flaw. The autopathing needs a reality check to avoid making the game unfun.
Which is why I said it would need a quick toggle.
I don't understand this. Please explain. An enemy can block a narrow corridor, sure, but you would only ever get one popup per tap. And if weird stuff is happening I would just toggle it off and make safe tile-by-tile moves as normal.
Or it could work just like the "keep going" arrow works today if you take damage while moving. You tap the arrow to continue. It doesn't even have to be a pop-up. It can be a simple pause, like when taking damage, while also displaying the reason for pausing, and then you tap the "continue" arrow. If you see a monster or take damage after having pressed the continue arrow for walking a large distance, then you have to press it again. That's exactly how it works today. The only difference is the very first movement tap might itself require pressing the arrow.
It only needs to warn you of enormous movements. If you tap 5 tiles away but it calculates a 60 turn movement path, something is clearly wrong. It can be coded to look at the ratio of the tap distance to the walking distance, and even then only if its a large absolute distance. Not, for instance, when it calculates a 10 step path for a tap 2 tiles away. Sure, that's a 5 to 1 ratio, but the movement is entirely within one screen, and those kinds of movements are normal in the maze-like rooms.
I disagree about the last part. Especially if the popup had an obvious number in it. You glance at the number, and if it says "50" you stop and take a look to see what went wrong. But I don't think a popup is really needed. Something simpler like I said above could work.
Toggles are a way to end with cluttered screens and an unpleasant visual experience of the game. It's a lazy solution. I really like your idea that doesn't use the toggle, and works similarly to the continue button. It could be set for a specific distance ratio by default, not bothering new players (eg. without needing more setup).
To the point with enemies I made is solved by ratio of direct distance:planned distance, so I won't bother 😆.
I agree with your points and I get why you would want the system in the game, but nonetheless, I just prefer to suffer ig :D. I view the pathfinding algorithm as a tool that I need to learn how to use 🤷, and the occasional hurdles are a part of the system. Idk, maybe I'm the only one that is weird in this way.