Campaign dialog log
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Re: Campaign dialog log
I guess it is different between active cheating (I have to do some action - like find piece of paper/open notepad, edit file) and passive cheating (press button view previos conversation). Possibly it could be 'fixed' by conditionally switching off for one piece of dialog.Hulavuta wrote:But anyone could just write it down anyway...
Re: Campaign dialog log
How could pressing a button to view a previous conversation possibly be cheating?uzytkownik wrote:I guess it is different between active cheating (I have to do some action - like find piece of paper/open notepad, edit file) and passive cheating (press button view previos conversation). Possibly it could be 'fixed' by conditionally switching off for one piece of dialog.Hulavuta wrote:But anyone could just write it down anyway...
“It is written in my life-blood, such as that is, thick or thin; and I can no other.” - J.R.R. Tolkien
My campaign: Swamplings - Four centuries before the founding of Wesnoth, the first wolf rider emerges from a tribe of lowly swamp goblins.
My campaign: Swamplings - Four centuries before the founding of Wesnoth, the first wolf rider emerges from a tribe of lowly swamp goblins.
Re: Campaign dialog log
If you're using Wesnoth as a program for doing Computer-Aided-Instruction... To teach people things, even if merely things such as the history of a fictional world... Then maybe using notes instead of actually learning might be construed as cheating...
-MarkM-
-MarkM-
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Re: Campaign dialog log
While this and the Two Brothers point are valid, I would consider them niche cases. In the vast majority of Wesnoth cases, being able to scroll back through chat text is a valuable feature; I think we should include it.markm wrote:If you're using Wesnoth as a program for doing Computer-Aided-Instruction... To teach people things, even if merely things such as the history of a fictional world... Then maybe using notes instead of actually learning might be construed as cheating...
-MarkM-
"Pure logic is the ruin of the spirit." - Antoine de Saint-Exupéry
Re: Campaign dialog log
Oh yeah. As a player, of course I want it! It's some of my characters, as an author, that are big on BfW's usefulness as a Social Engineering tool...
-MarkM- (A bad worker blames _______ ; a bad teacher blames what? )
-MarkM- (A bad worker blames _______ ; a bad teacher blames what? )
- Eleazar
- Retired Terrain Art Director
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Re: Campaign dialog log
Exactly.Sangel wrote:While this and the Two Brothers point are valid, I would consider them niche cases. In the vast majority of Wesnoth cases, being able to scroll back through chat text is a valuable feature; I think we should include it.
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
-> What i might be working on
Attempting Lucidity
- ImaginaryFriend
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+1 for the idea of a Campaign dialog log
For the most part I just want to go on record as supporting this idea, but I also have some ramblings to add to the discussion.
First, is this something that could be implemented on a campaign-by-campaign basis, or as an add-on if the the primary devs determine that it should not go into core? Although I'm barely beginning to learn WML, it seems to me from the way core operates and from looking at other people's code that it shouldn't be too difficult for someone who actually has experience with that sort of thing.
In addition to considerations previously stated by others, it'd be cool (and this also falls under features, I guess) to be able to look back and see not just the text that appeared on the screen, but the points at which you had multiple choices--Like the scouting, interrogations, and Q&A bits in ANO. Perhaps something like, "Given the choices a, b, and c, you chose option b, 'Kill them all and let the gods sort them out.'" Could enhance replayability, as you'd be aware of where you branched and might play again to see what happens if you make different choices. It wouldn't tell you what the other choices would have led to; just that they were there.
There might even some cute/fun ways to implement the controls. Maybe a button or menu item that says, "check your journal," or "read your adventure log." Maybe, looking through the log, you could even have the option to mark certain things as important, so that when looking back later you could choose to only review info you'd marked as being important.
Anyway... If no one else does this, I may try try to implement it myself on at least a single-campaign basis once I learn a little more--Unless a more experienced hand explains that it won't work, in which case I'd be grateful to be kept from chasing my own tail.
And, uh... That's all I've got for now, guys. If I said anything stupid, please don't eat me. Just tell me to go sit in a corner with my dunce cap and make me bring cookies for the class.
First, is this something that could be implemented on a campaign-by-campaign basis, or as an add-on if the the primary devs determine that it should not go into core? Although I'm barely beginning to learn WML, it seems to me from the way core operates and from looking at other people's code that it shouldn't be too difficult for someone who actually has experience with that sort of thing.
In addition to considerations previously stated by others, it'd be cool (and this also falls under features, I guess) to be able to look back and see not just the text that appeared on the screen, but the points at which you had multiple choices--Like the scouting, interrogations, and Q&A bits in ANO. Perhaps something like, "Given the choices a, b, and c, you chose option b, 'Kill them all and let the gods sort them out.'" Could enhance replayability, as you'd be aware of where you branched and might play again to see what happens if you make different choices. It wouldn't tell you what the other choices would have led to; just that they were there.
There might even some cute/fun ways to implement the controls. Maybe a button or menu item that says, "check your journal," or "read your adventure log." Maybe, looking through the log, you could even have the option to mark certain things as important, so that when looking back later you could choose to only review info you'd marked as being important.
Anyway... If no one else does this, I may try try to implement it myself on at least a single-campaign basis once I learn a little more--Unless a more experienced hand explains that it won't work, in which case I'd be grateful to be kept from chasing my own tail.
And, uh... That's all I've got for now, guys. If I said anything stupid, please don't eat me. Just tell me to go sit in a corner with my dunce cap and make me bring cookies for the class.
-Rob
Warning: This is an experimental life. If it ever reaches beta, run and hide.
http://www.robhamm.com
Warning: This is an experimental life. If it ever reaches beta, run and hide.
http://www.robhamm.com
Re: Campaign dialog log
What about a half-a-second-click-away-blocker when a dialogue apears?
In addition with a skip dialogue button -which would be great anyway- there shouldn't be any con-argument. Right?
Greez
Inarixxxzzzsss
In addition with a skip dialogue button -which would be great anyway- there shouldn't be any con-argument. Right?
Greez
Inarixxxzzzsss
- Captain_Wrathbow
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Re: Campaign dialog log
\Inarix wrote:What about a half-a-second-click-away-blocker when a dialogue apears?
CABD in [message].
Press the escape key to skip directly to the fighting and ignore any dialog.Inarix wrote:In addition with a skip dialogue button -which would be great anyway- there shouldn't be any con-argument. Right?
Re: Campaign dialog log
Doesn't matter, since no one will do it that way nor should they have to. It's still a good idea and the last time I checked it could go in if someone actually codes it.Captain_Wrathbow wrote:\Inarix wrote:What about a half-a-second-click-away-blocker when a dialogue apears?
CABD in [message].
Re: Campaign dialog log
*banging my head against the wall*Captain_Wrathbow wrote:Press the escape key to skip directly to the fighting and ignore any dialog.
Yeah... of course I knew this before... I was just testing you... Really.
- Maiklas3000
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- Joined: June 23rd, 2010, 10:43 am
Re: Campaign dialog log
I want this feature of being able to see previous dialog. I miss the dialog the majority of the time when it occurs in the middle of the game, and occasionally the dialog is important. I play on a tablet pc, and maybe tap-tapping is faster than click-clicking, so maybe the problem is worse for me than for the majority, but now you've got iPad users too. I simply want to be able to press "<" and have it show the previous screen of dialog, with repeated presses going further back. I usually have a bluetooth keyboard handy, or I can bring up the onscreen keyboard, or I can bind "<" to a tablet button. Maybe an iPad owner could speak up about how to implement it for them. Horizontal flick?