Difference between revisions of "Talk:Berlin Interpretation"

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I feel like model issue is important when considering the input/interface overall. A modal interface makes a lot of sense for a mobile roguelike (think iPhone/Android), where there is no hardware keyboard and limited screen real estate. Also, in the case of ASCII roguelikes, you could also say that interacting with your inventory is a model activity, as well. I suppose the idea is that, besides special cases like inventory/targetting, the "main interface" is non-modal. This is fair, I think. But (once again), in a mobile context, this wouldn't lead to the best UI for the platform, based upon my experiences in this space. [[User:Pfox|Pfox]] 16:08, 17 May 2010 (UTC)
I feel like model issue is important when considering the input/interface overall. A modal interface makes a lot of sense for a mobile roguelike (think iPhone/Android), where there is no hardware keyboard and limited screen real estate. Also, in the case of ASCII roguelikes, you could also say that interacting with your inventory is a model activity, as well. I suppose the idea is that, besides special cases like inventory/targetting, the "main interface" is non-modal. This is fair, I think. But (once again), in a mobile context, this wouldn't lead to the best UI for the platform, based upon my experiences in this space. [[User:Pfox|Pfox]] 16:08, 17 May 2010 (UTC)
<blockquote>"The world is represented by a uniform grid of tiles. Monsters (and the player) take up one tile, regardless of size. "</blockquote>
I challenge the latter statement. In NetHack, there are [http://nethackwiki.com/wiki/Worm longworms and purple worms] that take up multiple tiles at once. [[User:Nnz|Nnz]] 05:54, 3 December 2010 (UTC)

Revision as of 05:54, 3 December 2010

I wouldn't call "non-modal" a "high-value" feature. I don't think most people mind "entering" a shop (or into a conversation). One could argue that "targeting prompts" are modal. In which case nearly every RL violates this. Simul

I feel like model issue is important when considering the input/interface overall. A modal interface makes a lot of sense for a mobile roguelike (think iPhone/Android), where there is no hardware keyboard and limited screen real estate. Also, in the case of ASCII roguelikes, you could also say that interacting with your inventory is a model activity, as well. I suppose the idea is that, besides special cases like inventory/targetting, the "main interface" is non-modal. This is fair, I think. But (once again), in a mobile context, this wouldn't lead to the best UI for the platform, based upon my experiences in this space. Pfox 16:08, 17 May 2010 (UTC)

"The world is represented by a uniform grid of tiles. Monsters (and the player) take up one tile, regardless of size. "

I challenge the latter statement. In NetHack, there are longworms and purple worms that take up multiple tiles at once. Nnz 05:54, 3 December 2010 (UTC)