Scott MacFiggen wrote: > > On Mon, Dec 31, 2001 at 06:31:08PM -0800, Mark Wedel wrote: > > A minor wishlist for me would be to make the map in the gtk client > > scrollable - if using fog of war, it is sometimes convenient to > > thing 'so what was over there again', and being able to scroll to > > over their would be cool. That probably isn't too hard, but for > > reasons of optimization, you really only want to render what is actually > > being shown on the monitor, and not the entire canvas. > > I've thought about this myself, it should be easy to implement but > it would be memory intensive.. Memory is cheap. Or at least, if it is a runtime option, you can elect to use it if you have the cpu and memory to spare. Since the fog map already has that information, it doesn't really use more memory to store the other spaces. I wonder if maybe having it be a seperate pane you can toggle between (eg, show what you know either as a pop up or switching in the normal game window). If this approach is taken, you could perhaps also simplify it by not animating that window - that means the cost is only in the space to store that surface and in the time to render it when the player switches to it. Alternatively, as the player scrolls around, it could render it - in a sense, the surface size is that of the window the player is scrolling it around in, but as the player says 'scroll left', the client figures out the new offset and draws it on the surface. In that case, the memory use shouldn't be that much at all. > I read a game design book a while back that was pretty blunt on this > subject. The book said it was bad game design to hide things from players. > The basic idea was why put something in your game and then not tell > the player about it.. > Also, I would think any good wizard who has spent years studying his > magic would know the approximate effectivness of his spells. > Anyway, if this info gets sent over to the client, I'll modify the > gtk client to make use of it. That is probably true. It depends a lot of if you think that knowledge should be discovered or not. Of course, we could always do it both ways and have some server setting that controls eg - if the server admin disables the user from knowing that information, the information is sent in the same form, just the damage and increments and so forth are zero. If the server admin wants to share it, then the real values get sent. > I would prefer it all in one step, easier for a newbie to figure out > what is going on.. The hall of hereos thing works ok too though. At some level, the hall of selection would need to exist for quite a while simply to support the older clients that don't support the selection process as described in the previous mail messages (eg, the client handling most of it).