ideas for dsb !!
Posted: Thu Apr 05, 2007 11:31 pm
(Idea + Pros - Cons)
Multi-state items ( Parallax@ idea) :
for waterskin, compass, torch, doors, switches etc.
+ A physical item in the dungeon = An item in the code
+ Allow some tricks with items
- Doesn't replace existing features like "class" & "qswap", because they are needed anyway
- Make those multi-state item less easy to be quick-swaped (because if you swap them with non multi-state items you end up with bugs)
Inventory as a new type of "subrenderer" ( name: "renderer" ? )
using objzone etc. to define the inventory.
+ allow more customisation of the inventory
+ allow dynamic modification of the inventory
- can mess up everything, especially if it overlaps with subrenderers
- can be complicated, because it requires some hardcoded things to get more flexible (inventory slots etc.)
Full screen "renderer" (follow-up of previous idea)
allow a renderer-type screen, like scroll / chest / object information, but full screen and with additional functionalities ( ? )
+ allow events, pop-up menus ...
+ allow sooo many things !
- complicated, too !
- what if people decide to pop-up a special chest fullscreen : no access to inventory at the same time... that could lead to bad design.
A function that pauses the game but NOT the mouse (ie blocks everything including party movement, party sleep, spells etc, but NOT inventory / party interaction) very useful for events !!
More flexible skill system ! ( less hardcoded ! )
Allow to add new skills, new hidden skills, initialize and change all skills of characters, and display them.
+ allow to emulate almost any DM-like !
- very complicated / maybe not possible

for waterskin, compass, torch, doors, switches etc.
+ A physical item in the dungeon = An item in the code
+ Allow some tricks with items
- Doesn't replace existing features like "class" & "qswap", because they are needed anyway
- Make those multi-state item less easy to be quick-swaped (because if you swap them with non multi-state items you end up with bugs)

using objzone etc. to define the inventory.
+ allow more customisation of the inventory
+ allow dynamic modification of the inventory
- can mess up everything, especially if it overlaps with subrenderers
- can be complicated, because it requires some hardcoded things to get more flexible (inventory slots etc.)

allow a renderer-type screen, like scroll / chest / object information, but full screen and with additional functionalities ( ? )
+ allow events, pop-up menus ...
+ allow sooo many things !
- complicated, too !
- what if people decide to pop-up a special chest fullscreen : no access to inventory at the same time... that could lead to bad design.


Allow to add new skills, new hidden skills, initialize and change all skills of characters, and display them.
+ allow to emulate almost any DM-like !
- very complicated / maybe not possible