An unsolicited lurkers opinion.
There are numerous game mechanics in angband that interact w/ one another in various
ways to produce the charm which draws us all here. This charm is such that it is
able to include the wide range of playstyles that are voicing their viewpoints so
nicely. This charm, as far as I can see, accreted from discussions just like this one,
leading to one coder taking the idea and implementing it. Then the idea mutates and
spreads and some of them are from such a distant point in time that styles have changed.
I think that food and light source play suffers from the effect of fashion to a certain
degree, which is to say whim.
But that's where it's time to have a new haircut.
So, here's an notion of how to leverage the modularity of 4.0 that we are hearing about.
Use it to openly playtest the various subsystems of the game. In this specific case,
consider handling food thus...
Suddenly there appears an option in the preferences which says...
3.5-food
no-food
and
potentially future viewpoints on how food might be factored into the interplay.
From this point, something set w/ the prefs at the start of the game, just like the
ironman, randart, etc variants.
For the coder, I think tracking down and removing every trace of food inside the
mechanism creates a perfect base line for open minded consideration of things. It also
creates a roadmap for new interpretations to work from, namely the diff from the w/ food
version to the new nofood one.
There is more than enough interest and creativity in this group to easily come up with
multiple new interesting approaches.
I think that food could be quite cool but, it would take sweeping changes. This is the
least effort way that I can see for changes that large to make it into vanilla.
There are numerous game mechanics in angband that interact w/ one another in various
ways to produce the charm which draws us all here. This charm is such that it is
able to include the wide range of playstyles that are voicing their viewpoints so
nicely. This charm, as far as I can see, accreted from discussions just like this one,
leading to one coder taking the idea and implementing it. Then the idea mutates and
spreads and some of them are from such a distant point in time that styles have changed.
I think that food and light source play suffers from the effect of fashion to a certain
degree, which is to say whim.
But that's where it's time to have a new haircut.
So, here's an notion of how to leverage the modularity of 4.0 that we are hearing about.
Use it to openly playtest the various subsystems of the game. In this specific case,
consider handling food thus...
Suddenly there appears an option in the preferences which says...
3.5-food
no-food
and
potentially future viewpoints on how food might be factored into the interplay.
From this point, something set w/ the prefs at the start of the game, just like the
ironman, randart, etc variants.
For the coder, I think tracking down and removing every trace of food inside the
mechanism creates a perfect base line for open minded consideration of things. It also
creates a roadmap for new interpretations to work from, namely the diff from the w/ food
version to the new nofood one.
There is more than enough interest and creativity in this group to easily come up with
multiple new interesting approaches.
I think that food could be quite cool but, it would take sweeping changes. This is the
least effort way that I can see for changes that large to make it into vanilla.
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