zeemeerman2 wrote:The freeware version of DD doesn't have a mouseover info pane for power-ups, potions, shops and altars, only for enemies. Maybe something you can do with this info... (rightclick?)
Also, as a standard, modern Apple mice and trackpads don't support middleclick (yet there are 3rd party tools to mimic middle-clicks). Apple mice/trackpads can scroll though, as using a scrollwheel without the "scrollwheel ticks"; scrolling up or down in pixels, not in amount of "rows" like Windows mice scroll up or down 3 rows standard.
Just if you didn't know...
Now something different...
I heard you recently fixed some black lines by shifting the camera less than a pixel down because of the 3D engine of Unity. (source)
So why not make it 3D? They did it with Zelda...
We've restricted right clicking in-game to cancel casting or interactions that have a selection step. You can always cancel in other ways too (like clicking the item again) but that's what right click is for. While D2 made right click indispensable, they also had total machine control and weren't playing in a browser. The less we can force players to remember more controls, the better. Hardcore players will generally cast and cancel using the slot hotkeys anyway (which are now in the game). I mean, my own RMB is practically dead from SC2, but for some reason forcing players to use it just feels odd...
It's really not a matter of simply making things 3D, seeing as the game is already using 3D with 2D assets. Displaying 3D models would require not only a complete redo of every single lovingly crafted piece of art in the game, it would also need hordes of systems changed to make sure everything still displayed correctly for very little gameplay impact. The sheer amount of work that would have to go into the dungeon visualisation already breaks my head. Argh.
TheLogan wrote:@ That really does depend on the amount of work, if its like 5 minutes of work, i would personally do it, if its much more than that, well, +1 month isnt a long wait =)
Also your using unity3D? Cool, then its as simple as going to edit->project settings->player, and then click the globe icon, now your presented with three, "webplayer templates" the bottom one is without contect menu (eg rightclick menu), iirc what your looking for is in the html file, that the player is run in, so just rip what you need, but you probably already know this =)
I thought I had done that... Maybe the HTML got messed around or switched over the week while I was away. Either way, we'll try to keep it from being a factor again. I hate that fullscreen implementation.
Jax wrote:I wasn't aware of the fullscreen options in the demo, sorry. I promise to research the options next time around.
If I can get fullscreen to run okay in the next version, I can live without different tile sizes - it was just another way of trying to avoid having to get new glasses (or a bigger screen).
Ah ok, glad it was just us being dumb and not pointing out the fullscreen option better. And yeah, I hate that we can't fullscreen reliably on Mac with the freeware. Sorry about that.
TheLogan wrote:Btw, are you guys planing on implementing some modability? if yes, how would you go about it? =)
Haven't really though about mod support. In general I can see why people would want it, but we'd have to move to a data-driven approach then - loading everything in the game via a script interface or something similar. Right now the only real area we've done that is the in-game text (for localisation reasons) and we're so busy making all the game content now that I doubt we'll be able to re-implement that all as scripts.
I think the closest we could get to modding is going open source on the GM freeware code, which is something we've been talking about doing once the full is chugging along and people are playing it. A big problem with that is the sheer complexity of the game's systems - roguelikes aren't easy to mess with and keep stable, neither is procedural generation.