To make hunger and woundedness more notable...

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SekoETC
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To make hunger and woundedness more notable...

Postby SekoETC » Tue Sep 13, 2005 7:20 pm

Ok I know this is a silly suggestion but when you get over 50 wounded, the background colour would start turning more and more red with every point of health you lose, which would at least make the player beg for death if not the character!

And for hunger, the background and text would start turning gray so that it would be harder to perceive things around you -- to simulate fainting.
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Postby Antichrist_Online » Tue Sep 13, 2005 7:57 pm

This is a wonderful idea. I love it!
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Floyd
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Postby Floyd » Tue Sep 13, 2005 9:05 pm

But a bugger to program?
Schme wrote:We all knew it was going to happen sooner or later, and most likely sooner. When you have such a lifestyle, everyone, including yourself, knows that you are likely to die.
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Re: To make hunger and woundedness more notable...

Postby grayjaket » Tue Sep 13, 2005 9:32 pm

SekoETC wrote:Ok I know this is a silly suggestion but when you get over 50 wounded, the background colour would start turning more and more red with every point of health you lose, which would at least make the player beg for death if not the character!

And for hunger, the background and text would start turning gray so that it would be harder to perceive things around you -- to simulate fainting.


me likes muchly. specially the second one.
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Postby Pie » Tue Sep 13, 2005 10:48 pm

PERFICT!!!!

and yes... i do agree on everything... exept for that test of literasy in cantr thing.
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Postby Songthrush » Tue Sep 13, 2005 11:32 pm

This is a great idea and should not be anything very difficult to implement.
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Postby Fleegle » Wed Sep 14, 2005 12:39 am

I think the greying out of things would get really annoying, but the red thing might be okay.
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AoM
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Postby AoM » Wed Sep 14, 2005 3:36 am

...

I already have poor eyesight from staring at a green screen for too long... and now you want to make it harder to read? :?
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Nick
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Postby Nick » Wed Sep 14, 2005 5:28 am

Sounds kinda cool, but I'm quite clingy to my Cantr green, thank you.
I vote no, but I won't kick and scream if it's implemented.
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Postby Jos Elkink » Wed Sep 14, 2005 10:01 am

Uhm, and what about a weak AND hungry person? :)
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Postby Augery » Wed Sep 14, 2005 10:14 am

Grey+red= dark pink I suppose
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Postby Doodle_Jack » Wed Sep 14, 2005 10:51 am

It would be a bugger to program, if you ask me. At least if you want the transition from green to red or gray to go gradually.

I don't think that whenever my Cantr-screen is getting harder to read it will improve my role-playing. It just takes longer for me to read the text. I won't act as if my charrie is fainting because I have a grey screen, I'll act that way because I know my charrie is starving.

Remember that the screen is only what the player gets to see, not the charrie. The charrie is fainting or dieing, not the player. Roleplay, people, roleplay!!!
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Postby SekoETC » Wed Sep 14, 2005 10:56 am

No, it wouldn't be a bugger to program. I was trying to simulate it with javascript last night but I was too tired to make it work. Anyway you have three values, red, blue and green and you add to the red and lower the green and in case of making stuff grayer, you make all the amounts approach each other. Then you change the numbers to hexadecimal and add a fixed # in the beginning.
Last edited by SekoETC on Wed Sep 14, 2005 10:57 am, edited 1 time in total.
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Chris Johnson
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Postby Chris Johnson » Wed Sep 14, 2005 10:57 am

It's not really difficult to program, though a mathematically graduated change in colour does not necessarily look continuous to the
human eye.

That aside it would result in a very intensive process for the server compared with the current process where it just has to draw a rectangle and fill with one colour. For that reason I doubt this will be included .
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Postby Jos Elkink » Wed Sep 14, 2005 11:13 am

:?:

I think I misunderstand something. Do we mean by gradual that you actually see it change when you look at it, or just gradually more dark depending on your health, which means it changes slower than that you clock on the page?

What I mean is - it should be fairly simple to implement it in such a way that the background of the events list is coloured depending on your health / hunger. I quite like that idea. But that means that the colour is calculated just once when you click on the events page - it's not updated while you're looking at it... that's what you mean, right?

The colour should then depend on the health, but not linearly, so that it's only really visible when it gets bad. Some kind of exponential function. If anyone really wants to help this being implemented (mind you: no decision has been made yet), give me some formula how to calculate the colour :) ...

Jos

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