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QCF Design Community • View topic - Noticing Death
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Noticing Death

PostPosted: Wed Jul 31, 2013 9:32 am
by GoatBot
Discussion - Noticing Death

Re: Noticing Death

PostPosted: Wed Jul 31, 2013 2:02 pm
by JayPlaysIndieGames
Interesting approach. Anyone that watches my series knows that I am a more or less frequent misclicker, and that I am capable of dying at any moment as a result. In fact my very last run was "won" with one boss down and the other easily beatable, but as I was exploring and not paying attention (just trying to get to full health mana before the boss fight) I uncovered and in the same instance clicked on a level 9 snake. The End.
I honestly don't know if this new method would have prevented that. . .I also don't know if I would have wanted it to. . .I like that I die when I get careless. Sure it was very frustrating losing a won game, and it wasn't a happy moment immediately after, but ultimately it was my own fault. I deserved death and I got it.

In any case I am neither for nor against making death easier to notice. I just wanted to say that misclicks in this game are just part of the fun for me. My loss above just makes me think of my adventurer getting a big head thinking "HAHAHAHA I've won, all this treasure will be mine" and because he is so powerful he wanders about the dungeon not looking where he is going. Then boom he falls in a snake pit the end.

Re: Noticing Death

PostPosted: Wed Jul 31, 2013 2:29 pm
by Lujo
Eh, wait till you get to Gaan'Telet runs. Or maybe not, different strokes for different folks. However, I suspect folks that don't like dying to a missclick really, really don't like it.

Anywho - won't the red border be a bit distracting/jarring?

Re: Noticing Death

PostPosted: Wed Jul 31, 2013 2:56 pm
by berpdreyfuss
I was always on the pro death side, simply for the feeling of danger it evokes. But when I read this I also wondered if it might be too distracting, we'll see when it is implemented, I guess.

Re: Noticing Death

PostPosted: Wed Jul 31, 2013 3:44 pm
by harfatum

Re: Noticing Death

PostPosted: Wed Jul 31, 2013 7:23 pm
by The Avatar
I am a fan of this idea (and your suggestion harfatum). While I don't know how helpful it would be to me (my misclicks tend to be me exploring very quickly, so quickly that it wouldn't register in my brain fast enough), I can see this being useful.

Re: Noticing Death

PostPosted: Thu Aug 01, 2013 3:35 am
by TigerKnee
I have a weird finger twitch that causes me to double click when I mean to only single click sometimes, which means this probably wouldn't help me.

Re: Noticing Death

PostPosted: Sun Aug 04, 2013 12:11 am
by JayPlaysIndieGames
revisiting this I actually have grown to like the red border. I don't know if it will prevent many misclicks on my end, but I really do like the aesthetic. It is big, but I don't find it jarring at all.

Re: Noticing Death

PostPosted: Sun Aug 04, 2013 7:18 am
by Bloggorus
I find the new glow a little overbearing. Perhaps I will get used to it in time but having it flick on and off as i mouse over the playing field, especially in the early game when everything can kill me, gets very annoying.

It's supposed to be subliminal: it works in FPS games because you play fill screen, and the FOV is wide enough that you take it in through your peripheral vision.

The same is not the case here: it;s entirely liminal, if that's even a word.

i would move the glow over to the 'death' combat prediction or the right side of the inventory bar, having it flash or glow red. That way its in the players peripheral vision as they focus on the dungeon.

Re: Noticing Death

PostPosted: Sun Aug 04, 2013 8:31 am
by Raz
Perhaps have the players health bar flash when it reads 0 from combat prediction.