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#1 |
Swordsman
Join Date: Feb 2008
Location: Boston, MA
Posts: 250
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Love the new room types
I just wanted to say that one of the things I really like about v4 is the new variety of rooms. Nomad did some great work adding these, and I feel they really spice up dungeon exploration.
Along these lines, I think it would be great to pull the pit/nest layouts out into a file. Currently, there are only two layouts, and the only difference between them is how monsters are arranged. It would be nice, however, to have pits of different sizes and types. Another nice addition which d_m and I have discussed for ages is themed rooms. An armory full of weapons and armor; a library full of scrolls, etc. We don't currently have a method to generate a level-appropriate item of a particular type, but I've written up a way that I think should work. So I think I'll take a crack at adding some rooms like that soon. |
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#2 |
Veteran
Join Date: Sep 2010
Posts: 1,246
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Re: themed rooms.
IMO themed rooms are worth it only if there are some new terrain features, like weapon racks or bookshelves, to come with them. Unangband is the king in themed rooms! If you want to go that way, it's essential to play some Un first. Ey and Fay had for ages minimally themed rooms, with themed monsters and some themed objects lying on the floor. Frankly, I don't think they added that much to the game. In the dev version I've implemented themed rooms with lots of new terrain features. My closets, weapon racks, and bookshelves need to be searched for items. Occasionally the items are hidden, and then you need to succeed in Perception roll to find them -- otherwise you just miss them. I guess these hidden items could be implemented just like the new trap detection in v4. I also recommend having a room style that has lots of traps and extra items. It leads to interesting gameplay. |
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#3 |
Angband Devteam member
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It was the searching of closets and cupboards that put me off Un. YMMV I guess. I'm not averse to extra terrain features per se, but having to search them doesn't appeal.
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"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
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#4 | |
Veteran
Join Date: Sep 2010
Posts: 1,246
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Quote:
![]() Un has lots of stuff. I guess everybody likes different things. Luckily you can just pick and choose. |
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#5 | |
Angband Devteam member
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So I don't really see the point of closets. Trees, pillars, pits, icebergs, scree, lava .... I can see the point of lots of terrain features, just not closets.
__________________
"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
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#6 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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I see two points. First is flavor, which isn't to be discounted. The Vanilla dungeon is very bare-bones, so there's basically no "there for the sake of being there" features, but that doesn't mean that having something there just because it looks neat is bad. Would you object to having a table and chairs in a room even if they had no impact on gameplay?
The second, though, is that any item in a closet wouldn't be visible until you got close enough to the closet to (automatically if need be) open it and look inside. Sort of like chests in that respect. |
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#7 |
Veteran
Join Date: Sep 2010
Posts: 1,246
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Some reasons of existence for closets, bookshelves, and weapon racks in the next version of Fay:
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#8 |
Administrator
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Sorry, no bones either, anymore. Just bare.
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See the elves and everything! http://angband.oook.cz |
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#9 | ||
Angband Devteam member
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Quote:
Quote:
__________________
"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
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#10 | |
Veteran
Join Date: Sep 2010
Posts: 1,246
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Quote:
I just use differently coloured wall squares for the closets. They are much faster to perceive than textual descriptions, and impossible to forget. The room theme is important information in Fay. I don't want the player to forget it! An additional bonus is that mapping effects can give away room theme from a distance. |
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