-
Notifications
You must be signed in to change notification settings - Fork 290
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Add an option to display absolute overmap coordinates #1320
Add an option to display absolute overmap coordinates #1320
Conversation
Works as expected, but I have a problem with the naming: The primary advantage of the overmap format is that it tells you which overmap are you on at a glance. While this is an implementation detail that the player shouldn't need to know, the reality is that the player can benefit from knowing where overmaps end. I have mixed feelings about making absolute the default, since newer players may miss some important coord data and the general strategy is for options to stay as they were, but the new format is simpler and easier to understand, so I guess it should be fine. |
Honestly we can just eschew the naming entirely in favor of using coordinate examples as the option values. The same thing can be applied to time, by the way: "3:35 AM", "15:35", "1535".
Those are indeed mostly useful for debugging and out-of-game stuff, not during gameplay, as you mentioned.
I'm just not sure what's important in the overmap number. |
Best solution in the case of this problem. |
But then it's hard to tell user something like "set your coords to overmap, then note the overmap (first number in coords) you're on". |
It's useful to have it as an option when doing save manipulation, debugging, checking specials distribution. |
Those are all debug manipulations, not really normal gameplay (hell, you can even remove the option entirely and display relative coords only in debug mode). For normal gameplay, absolute coordinates still reign supreme IMO.
Not sure what you mean |
No, game finale, specials and map edges are not debug things.
When a player asks "how do I move my character to a new world" or "I want to regenerate a bugged location", it requires finding overmap coords and overmap tile coords. |
Well, regardless, for the most part the player would benefit more from absolute coords. The option to switch back is still there and for those few cases it might be fine to break the flow a bit and have the player go into the options to switch the value.
For the former it's probably worth stating that you want to switch to this mode. I can't say much about the latter task. |
I'm OK with absolute being the default, but the name "relative" is not really correct here - they aren't relative to any position other than absolute Wikipedia, in article about angles, seems to imply "subdivided" would be a correct term. So "absolute" and "subdivided". |
Summary
SUMMARY: Interface "An option to display absolute overmap coordinates instead of relative coordinates"
Purpose of change
Overmap displays your current position like 3'59, 2'33 which is a strange unit that's pretty much useless: it's not very easy to remember, it's not clear how it works and, for the purposes of stuff like calculating distances manually, it's converted into absolute coordinates anyway. This PR alleviates this by adding an option (enabled by default) to display absolute coordinates instead.
Describe the solution
The only two places where overmap coordinates are seemingly displayed is the bottom right corner of [m]ap screen and notes panel in the same screen. Depending on the option's value, it will display them differently.
Describe alternatives you've considered
N/A
Testing
N/A
Additional context