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DASHING THROUGH THE DUNGEON

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Dashing, that thing that makes your character go fast. I have seen used in many games and completely abandoned in a few. I do not know how everyone feels about it but am I the only one that believes dashing in a dungeon just seems a bit cheap? I don't maybe it is just my brain being weird and thinking that dungeons should not be able to be rushed through.

So, here is my question:

How do you feel about dashing in dungeons?
Depends on your mechanics.

I plan to make random encounters appear if you move too long without stopping.
First you get an exclamiation mark above your head ("!") then 2, ("!!") then 3, "!!!" than, if you don't stop within a second or so, the battle will start.
So dashing around will decrease the time between "!", "!!!" and the start of the battle.

Now if you use encounters that appear on the map and you can avoid them all by daashing, it might be worth deactivating it in a dungeon.
That reminds me of Legend of Dragoon a bit where the arrow would turn different colors. In my current game, I just use the basic random encounters system. I did not really feel like doing anything fancy.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Why are you giving the player multiple movement speeds if they don't affect gameplay? If they affect gameplay, then dungeons are where gameplay happens, so of course that's where the option should exist. If they don't affect gameplay, then fucking get rid of all the movement speeds except the fastest one, you donkey.
Well, generally I have it in my head that the player should be able to dash in towns or "safe areas" whereas dungeons should not be. I am not sure why my brain thinks this but it does. Since it seems Ramsey is yelling at me to get rid of all but the fastest then I guess I should. Haha.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
This idea is only half cooked! You're going to kill someone!
author=LockeZ
You're going to kill someone!
I don't see why that is a bad idea...
I like this new persona of you lockez-I mean- Mr. Gordon Ramsey.
Marrend
Guardian of the Description Thread
21806
I keep meaning to check out whatever script it is to have the Shift key slow the player down rather than dash, or to straight up set the movement speed of the character to be one step higher than the default, and disable dashing altogether.
unity
You're magical to me.
12540
I generally like the player to move at the dash speed at all times if they like (I like to use Yanfly's system options on VX Ace with Dashing as the default walk speed, but they can turn it off if they want).

I am so adverse to not locking out dashing that I am having a hard time choosing whether to do so on the world map, where it might actually be useful to create the feeling of slowly traversing the world. >.>;;;;
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
Add sections in your levels where an alternate move speed would be necessary. LouisCyphre's Ill Will had dungeons littered with pits that triggered inescapable battles if you fell into them. Holding down shift would slow the character down and allowed you to navigate across the narrow bridges to avoid falling into the pits. However, players also have the pressure of visible enemies hunting you down, giving plenty of tension to level traversal.

Alternatively, give the player a stamina value that depletes when dashing to force them to use it sparingly. If there is any situation where you have to hold down the dash button just to navigate the level with no real consequences, you're better off just permanently changing the movement speed and disabling dashing. The less input players need to do basic tasks like moving, the better.
I like the idea of a stamina bar but I have no idea how I would go about doing it.

As for the world map Uni, I would say disable it. However, that is just my option. >.>
Dragnfly
Beta testers!? No, this game needs a goddamn exorcist!
1786
The only place I'd disable dashing would be on a world map, for the usual reason that it simulates the bigger scale of an overworld.

When it comes to games I think convenience is a super high priority and zipping through a town but plodding through a dungeon seems counter-intuitive unless your game is being intentionally retro (the good and the bad).

Of course, there should be times when movement is tweaked for something like a chase/escape scene or a specific dungeon's trait that effects movement but to just arbitrarily slow the player when they're used to moving at their own pace seems a bit dickish to me.
@Blackwolf> I think I have an idea how to do that, using just events. Though it is pretty clunky, but should be functional enough.

You'll need two common events, both on Parallel Process. Let's name them CC and VV. Both CC and VV should be active at all times. Or at least, while the player is on a map.

CC is your sprint detector. It's main function is to check (constantly) if the player is dashing or not. If they are, then a switch is flipped, which will then enable our second common event: VV.

VV is the stamina counter. While active, it continually decrements a variable (your stamina), disabling dashing if the stamina is at or below 0. While inactive, it should slowly increment a variable (your stamina) until the maximum value you set.

I could make screenshots, but I'm on my phone right now so it'll have to wait...

Edit: Come to think of it, you only need one common event for this. CC is more than enough, it seems.

Edit2: Here.



If $game_player.dash? does not work, try checking if button A (default for sprint) is pressed instead.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Don't use a stamina bar for running unless your game is filled with traps and short chases and other things that make it important for the player to pay attention to when they can run and save enough stamina for those parts.

Dark Souls uses its stamina bar really well; your stamina is also used up by attacking, rolling and blocking, which are obviously vitally important actions, but so is running because you probably need to run away from a lot of the enemies. So you always feel like running is dangerous, but often still very helpful.

Skyrim uses its stamina bar pretty badly. On the surface, it seems similar to the stamina bar in Dark Souls, although it's only used for power attacks and blocking, not for regular attacks or dodging. However, the thing that makes it fall flat isn't the reduced number of things that cost stamina - it's the fact that there's almost never any reason to run when enemies are present. You might run from a fight once or twice per playthrough at most, and you'll probably never suddenly encounter surprise enemies while running forward. As a result, the different costs never really interact with each-other, so you never have to think about whether you can afford to run or not. If there's a path in front of you that's more than about ten steps, you run until your bar's empty or you hit a wall. Then you let your bar refill and you start running again. When combined with the absurd amount of empty space in this game that you have to run through with no obstacles or enemies, sometimes for several minutes at a time, the fact that running costs stamina mostly just adds annoyance to the game's exploration.

Zelda: Skyward Sword uses its stamina bar horribly. It's only used for running, nothing else, and there's absolutely no point in the game where you'd ever want to save stamina for later. There might be one or two puzzles that makes you run to light torches before the first one goes out, but all you really have to do is run the whole time. The stamina bar is completely pointless and only serves to annoy the player by making them periodically slow down for no reason. I can absolutely imagine a Zelda game being filled with puzzles that required managing your stamina and speed carefully, but this game didn't do it.
Craze
why would i heal when i could equip a morningstar
15170
While I don't htink Skyrim did an A+ job with the stamina bar, I disagree with the statements about the game itself. I run all the time, and some of my most memorable experiences in TES games are times when I've been chased. I tend to play with difficulty and unleveling mods that make running and blocking far more important and impactful, although some of that would still be there without the mods. This has absolutely nothing to do with the topic at hand, but I cannot let such an Untruth stand about TES.

edit: in an attempt to actually add something to this conversation: running systems are bad unless threat makes it interesting, like red nova/lockez said. even the default VX/Ace/MV dash is obnoxious in its inclusion, as holding down a button to move at a reasonable speed is dumb. scale your environments to the speed you want your game to be played at. if you want a setpiece game, make them small but beautiful and moving more slowly. (don't do a grave spirit though. if you go below even the default walking speed for most of your game, I hate you.) if you want ff1, move really quickly so people can chomp at your meat.

again red and lockez said everything i would. dunno what else to bring up. if you're worried about people blitzing through your dungeons too quickly, either make them more interesting or design your game and time put in around making a more compact game where that's okay.
I would never set the walking speed below the default, I find the default speed is fine. After looking through my maps I think I will just keep the dashing at the max speed.
Dragnfly
Beta testers!? No, this game needs a goddamn exorcist!
1786
There's always Star Ocean 4, which gave the main character a short burst of speed dashing skill that annoyed the hell out of everyone because you ended up just hammering the dash button constantly, thus making it require a button press instead of being always active completely pointless.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
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