this post was submitted on 21 Apr 2024
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Pixel Dungeon

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Let’s talk about some UI/quality of life stuff. I was about to open issue, but since it touches a bunch of different topics, I guess a discussion is better. It’s a bunch of things that were annoying to me over the last months. It doesn’t mean that something has to change, could just be that I overlooked some features somewhere.

  • Special floor explanations on mobile
    • The desktop version of ShPD allows to hover the floor indicator, but I can’t find an equivalent for touch on mobile
  • Ignore invisible mobs and allies for automatic movement
    • To some degree automatic movement reveals positions of mobs
    • If you have 10 wraiths active on the floor or something like that, the character runs aimlessly back and forth without even reaching his destination
    • It’s better to get stuck than wasting satiation
  • Optional auto aiming button for touch input that works like tab with keyboard input

Fat finger syndrome stuff:

  • Targeting yourself by clicking on your portrait or hitting the shortcut for hero info
    • I had it happen a bunch of times that I accidentally shot my wand in some direction instead of shielding myself, which can be a serious problem with wand of blast/fire/disintegration
    • Also relevant for ghost guiding
  • Optional "Are you sure?" popups for automatic movement
    • It happens that you accidentally run somewhere when input for zooming/panning failed
  • Optional visual aid for aiming and maybe optional confirmation if you really wanna shoot/throw to tile without mob
    • Did I touch the right tile and not a neighboring one?
      • A classic is to shoot a tile adjacent to a mob
    • Can I even hit that mob/trap?
    • Would I hit my allies?
    • It’s sometimes hard to tell if it would hit a wall edge or not
    • It should only respect revealed stationary environments and visible mobs, but not 100% show where it actually hits since that would reveal invisible entities

Those are especially related to taking a longer break and picking up a save game after months:

  • Notes for floors
    • Did I find hidden doors on that floor with extra secrets?
    • Did I use scroll of mapping?
    • What did the quest say? Did I already finish that quest?
    • Did I use all blacksmith options already?
    • Did I solve all puzzles or were some potions missing for them?
    • Such notes should probably be accessible via “Landmarks” interface
    • Currently I use Steam overlay notes for that, but that’s a dissatisfying solution since it’s completely closed source
  • Notes for unidentified potions/scrolls/items (extends the previous point)
    • On what floor did I find this potion/scroll?
    • Who dropped it?
    • Was it in a chest/grave?
    • Maybe should be automatically deleted when identified
  • Ability to ⭐ items
    • If I remember correctly, Borderlands 2 and Victor Vran allowed to mark items that you wanna continue to use to simplify selling not needed stuff
    • It’s hard to remember your setup if you didn’t play for some time
  • More save game infos like "last played at XXX" and "save game of game version XXX"
    • Though savegame should probably not be overwritten if you didn’t do any significant actions since opening the save game, dunno how that’s currently handled
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[–] basxto@discuss.tchncs.de 1 points 6 months ago

Guessing this jumps to target another enemy?

Yes, keyboard and gamepad inputs allow to jump between all enemies with a clear line of sight. It was introduced because aiming with a gamepad is hard otherwise.