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Allow Danganronpa Online to display multiple viewports at the same time. This would help support minigames such as cross-swords or mass panic debates, as well as allow surveillance clients, which can watch over multiple players in different areas in one screen (aimed theoretical maximum of 16 screens at the same time, which represents the standard number of players in a Danganronpa Killing Game, although 9 screens would also be fine, just have two clients each watching 8/9 players).
Some questions to consider are:
What decides how the multiple screens will be split/together together? That is, who should be in charge of deciding how 2 screens are shown (position, stretch to fit vs. crop in some manner)? Theme variant option? Client decision?
How does DRO choose to draw assets? Should courtroom_design be expanded so that it lists positions for each viewport asset? Are positions based on absolute positioning (that is, 0, 0 top-left window corner), or relative positioning (that is, 0, 0 of the viewport)? Are sizes based on absolute sizes (an asset that is established has size 136x78 is shown at that resolution) or does the client/theme resize the assets following some rules (for example, if using a 4x4 grid of screens, all assets are shrunk to width/4*height/4)?
In both cases described in 1, what if we want to allow two or more ways of splitting the screen (think mass panic debate splitting the screen in three portions differently in each trial; or wanting to support V3 style first person-which would use 2 screens, one larger than the other- and cross swords-two vertical panes-).
If the answer to 1 is theme, should each theme variant be able to set multiple such splits, or be limited to one per variant?
If the answer to 1 is client, how would we ensure we can support those different styles.
How do we link different screens to follow certain types of IC packets. To explain this, consider the current system which has just one screen. This one screen is effectively generally tracking and displaying messages sent by any player in the same area. We need to generalize this system so that each screen can only show certain messages.
How many viewport chatboxes should be shown on screen? Cross-swords has people talk in turns, so only one chatbox is required; while mass panic debates allow three people to be talking at the same time, let alone camera feeds were multiple people are talking at the same time. We would ideally want to support both styles, so we would need to make a decision on how to support this: theme variant option or client decision?
If per theme: we need a theme option that establishes how chatboxes should be shown (one per viewport or one per client)
If per client: how can the client tell which chatbox mode to use (see previous point).
While the answer is trivial if all screens show character in the same area, what is the effect of having screens show different areas of the server? In particular, we need to answer these questions:
How are incoming IC messages logged? There is exactly one IC log and it can be confusing at a glance to have the IC log show messages from multiple areas one after the other, so there must be a way to distinguish between different area messages. A similar question is posed for incoming OOC messages.
When I send an IC message, what area will it go to? All areas I have a screen on? The current area? A specific area (and if so how do I tell DRO which area I want)? Similar question is posed for outgoing OOC messages.
What is the effect of the player changing areas while having multiple screens active? Should it reset DRO back to "one-screen mode" or do some sort of magic to show
The text was updated successfully, but these errors were encountered:
Allow Danganronpa Online to display multiple viewports at the same time. This would help support minigames such as cross-swords or mass panic debates, as well as allow surveillance clients, which can watch over multiple players in different areas in one screen (aimed theoretical maximum of 16 screens at the same time, which represents the standard number of players in a Danganronpa Killing Game, although 9 screens would also be fine, just have two clients each watching 8/9 players).
Some questions to consider are:
The text was updated successfully, but these errors were encountered: