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Separate sprites for progression and minor items. #36

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StrikerMan780 opened this issue May 3, 2024 · 4 comments
Open

Separate sprites for progression and minor items. #36

StrikerMan780 opened this issue May 3, 2024 · 4 comments
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enhancement New feature or request

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@StrikerMan780
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In most Archipelago randomizers I've played, there's separate sprites for progression items and minor items. A common theme is the Archipelago logo with an up arrow for progression, and the Archipelago logo alone for minor items. Would you be willing to implement this? Would make it a bit easier to tell at a glance which items are most important to make an attempt for.

@littlemeowmeow0134
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I haven't decided yet whether to add this, as from a design perspective I feel the playtime of a seed is short enough that the ability to peek items isn't really necessary. I'll revisit this later in development to see how it feels.

@littlemeowmeow0134 littlemeowmeow0134 added the enhancement New feature or request label May 4, 2024
@StrikerMan780
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StrikerMan780 commented May 8, 2024

My main motivator for this, was that I ended up stuck for a good 2 hours on a run looking for a key item for a friend, that I could have got fairly early if I knew it was progression. (I didn't bother since it was kind of out of the way (as in needing advanced techniques despite not being configured for such), deciding to go for other stuff first.) I was playing Pseudoregalia, and he was playing Super Metroid (which has a metric ton of minor items).

There's also that element of excitement when stumbling across a progression item, and trying to go for it.

@Tsukino-uwu
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My main motivator for this, was that I ended up stuck for a good 2 hours on a run looking for a key item for a friend, that I could have got fairly early if I knew it was progression. (I didn't bother since it was kind of out of the way, deciding to go for other stuff first.) I was playing Pseudoregalia, and he was playing Super Metroid (which has a metric ton of minor items).

There's also that element of excitement when stumbling across a progression item, and trying to go for it.

I think in your case you probly just ignored something intended to be early? / neither of you used any hints ?

If it was an early sphere item, you are usually supposed to full clear and collect everything that is in logic at the start when you have no items. As archipelago will most likely place important items in those locations / usually the reason people get stuck etc

I think I actually prefer all items being random and looking the same, especially if you don't use hints it makes it so you have to go out of your way to grab checks as you won't know if its important or not, especially annoying ones like the theatre center stage as it would kinda ruin that spot if you knew it was a trash item right as you got there. its also always possible to !hint or !hint_location if you do wanna skip something, or even exclude annoying spots in your yaml

@StrikerMan780
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StrikerMan780 commented May 8, 2024

Literally every other Archipelago randomizer I've played, be it Doom, Super Metroid, or Zelda makes the distinction and has proven invaluable on many an occasion. I think it would be worth having, even if only as an option for consistency's sake.

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