[Kde-games-devel] granatier

Mathias Kraus k.hias at gmx.de
Thu Oct 8 00:42:23 CEST 2009




Matthew Woehlke schrieb am Donnerstag 08 Oktober 2009:
> Mathias Kraus wrote:
> > Matthew Woehlke schrieb am Mittwoch 07 Oktober 2009:
> >> Mathias Kraus wrote:
> >>> btw, all the bad bonuses will vanish after some time or after the
> >>> player takes another bonus.
> >> I had been assuming bonuses blow up if bombed... do they not? If yes, I 
> >> don't see a need for them to disappear.
> > 
> > well, they should disapear, but I haven't implemented yet.
> 
> I guess my point is, bonuses should either stay on the field until 
> bombed or used, or else both types should disappear from the field if 
> not bombed/used in a set time. I wouldn't make the "bad" ones behave 
> differently in that sense. Maybe that's what you mean, but I'm not sure 
> from what you've written so far.

sorry, I ment that the bonuses should disapear if bombed. in clanbomber bad bonuses are kicked to a different place, but I'm not really sure if I also want it that way. consistent behaviour would be better.

> I guess for timed effects there will be some kind of status icon, and 
> some way to show how long the effect will last (at minimum, blink it 
> when it's about to go away)?

I thought of making the player wobling while the bad bonus is active or showing an icon beside the player with the bad bonus and blink the icon.
at first there might be only the wobling.


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