notforkeeps wrote:zykoz wrote:notforkeeps wrote:Ok good. Now we are getting somewhere. Please elaborate on the direction of character variable and how it would compensate within the nav bar for not being able to turn full 360 degrees.
simple x,y coordinates offset from character variable determines location for character direction(location) variable then simple fixed north south east west coordinate variables and increment variables between vector variables. because its not a 360* environment it would require less computing/resources and correspond to change in character directions variable.
So it would end up being a bar with just 4 lateral and longinal directions and a number corresponding to distance from A (A = object). But then you would have to code each individual state for each thing you would want to show distance from. Seems like an awful lot of work with not a ton of upside. Can you expand more on the benefits of this, either vs the minimap or just in general?
coding can be simple if you know what you're doing. <-so in that sense its not a lot of work unless you don't know exactly how to do it.
It could be a feature with toggle-able sub-settings:
Item drops... When a sacred drops or w/e your drop filter is; it can show how far and the direction of the item.
Quest drops... I.E Rada's Book... Jade Figure... Scroll of Inifus... other quest shiet.
Party members...
Bounty Elements...(i dunno)
NPC'S... obviously when in town. (might be redundant and not needed. Unless the code is really dynamic and takes in a-count quests I.E talk to Alkor for potion; or w/e.)
Stash... or other object intractable's once found I.E Cairn Stones.
Could think of more things it can be used for just not going to waste time thinking about something that has 5% chance of being implemented.