Story Text 'Write' Speed Issue

Brainstorm ideas of possible additions to the game. Read this before posting!

Moderator: Forum Moderators

Forum rules
Before posting a new idea, you must read the following:
Post Reply
User avatar
DDR
Posts: 558
Joined: March 23rd, 2007, 4:56 pm
Location: Vancouver, Canada
Contact:

Story Text 'Write' Speed Issue

Post by DDR »

It would be nice if someone could speed up the speed at which the text in the story screen is written. As it is, I am reading along, and I will hit the end of the text, have to wait for some more to be written, read that, wait, read, wait, etc.

The work required to implement this should be about 4 keystrokes... If not, forget about it. :)
User avatar
thespaceinvader
Retired Art Director
Posts: 8414
Joined: August 25th, 2007, 10:12 am
Location: Oxford, UK
Contact:

Re: Story Text 'Write' Speed Issue

Post by thespaceinvader »

IIRC, if you click the mouse, it skips to the end of the current piece of dialogue.
http://thespaceinvader.co.uk | http://thespaceinvader.deviantart.com
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
User avatar
turin
Lord of the East
Posts: 11662
Joined: January 11th, 2004, 7:17 pm
Location: Texas
Contact:

Re: Story Text 'Write' Speed Issue

Post by turin »

Yeah, but it shouldn't be so slow in the first place. ;)
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
PingPangQui
Posts: 267
Joined: July 18th, 2006, 11:52 am

Re: Story Text 'Write' Speed Issue

Post by PingPangQui »

I like it actually as it is. It gives somehow the impression that someone (a narrator) is just writing / telling the story while reading it. You don't want to pressure on a narrator turin, do you?

But of course it would be nice if a campaign designer could decide the speed and maybe also the font (a more handwriting-alike font would improve the impression a narrator telling the story). WML examples:

Code: Select all

[story]
       [part]
            text_font = "something"
            text_speed = some_integer_value (representing letters per second)
       [/part]
       [part]
            text_font = "something"
            tex_speed = some_integer_value
       [/part]
[/story]
or less flexible but potentially less code

Code: Select all

[story]
       text_font = "something"
       text_speed = some_integer_value (representing letters per second)
       [part]
            
       [/part]
       [part]
       
       [/part]
[/story]
The Clan Antagonist.

"Larry the Cow was a bit frustrated at the current state of Linux distributions (...) until he tried Gentoo Linux" - Free Software for free people.
User avatar
irrevenant
Moderator Emeritus
Posts: 3692
Joined: August 15th, 2005, 7:57 am
Location: I'm all around you.

Re: Story Text 'Write' Speed Issue

Post by irrevenant »

PingPangQui wrote:But of course it would be nice if a campaign designer could decide the speed and maybe also the font (a more handwriting-alike font would improve the impression a narrator telling the story).
It would be nice if the user could, too. We don't all read at the same speed...
User avatar
DDR
Posts: 558
Joined: March 23rd, 2007, 4:56 pm
Location: Vancouver, Canada
Contact:

Re: Story Text 'Write' Speed Issue

Post by DDR »

And then the old acronym reared it's ugly little head.

O
A
B
PingPangQui
Posts: 267
Joined: July 18th, 2006, 11:52 am

Re: Story Text 'Write' Speed Issue

Post by PingPangQui »

Sorry DDR, I didn't get that.
The Clan Antagonist.

"Larry the Cow was a bit frustrated at the current state of Linux distributions (...) until he tried Gentoo Linux" - Free Software for free people.
User avatar
DDR
Posts: 558
Joined: March 23rd, 2007, 4:56 pm
Location: Vancouver, Canada
Contact:

Re: Story Text 'Write' Speed Issue

Post by DDR »

Options
Are
Bad

Sorry, I should have been more clear. I just felt, that this was not going to change because it would involve just another option added to the list. Feature creep, and all that. :wink:
User avatar
Blueblaze
Posts: 418
Joined: June 24th, 2007, 12:16 am

Re: Story Text 'Write' Speed Issue

Post by Blueblaze »

OPTIONS
ARE
GOOD

in wml
toms
Posts: 1717
Joined: November 6th, 2005, 2:15 pm

Re: Story Text 'Write' Speed Issue

Post by toms »

I'm not sure, but a time_per_letter= (in milliseconds) would probably be less new code. :hmm:
First read, then think. Read again, think again. And then post!
PingPangQui
Posts: 267
Joined: July 18th, 2006, 11:52 am

Re: Story Text 'Write' Speed Issue

Post by PingPangQui »

toms wrote:I'm not sure, but a time_per_letter= (in milliseconds) would probably be less new code. :hmm:
Well,

time_per_letter = 1 / letters_per_time

shouldn't take much code in any programming language. Although I personally don't really care much about the unit, I think that letters per time is easier to handle/understand since one can use integer values. Time per letter might be difficult to understand if one wants to use integers here too, i.e. milliseconds.

Example:

1 letters/s = 1s/letter (which is really slow)
10 letters/s = 0.1s/letter
100 letters/s = 0.01s/letter (which is really fast)

Btw. letters/s would be a unit for "velocity" - s/letters not.
The Clan Antagonist.

"Larry the Cow was a bit frustrated at the current state of Linux distributions (...) until he tried Gentoo Linux" - Free Software for free people.
Post Reply