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#1 |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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Level completion (for level clearers)
If the delayed feeling tiles get implemented, it allows for a new feature, level completion. The game has a metric now of whether the player has seen (i.e completed) the entire level. Would anyone be interested in a "reward" given to the player for level completion?
This reward could be something tangible, like money or items, but it could also be something like a congratulations message that goes in player history. Or is this a bad idea because it encourages OCD behavior? |
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#2 |
Angband Devteam member
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It's probably the worst idea I've heard since Timo suggested that development should stop altogether. Please don't do it!!!
(EDIT: If I didn't suffer from terrible OCD, I'd probably think it was quite cool.)
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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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#3 |
Swordsman
Join Date: Feb 2008
Location: Boston, MA
Posts: 250
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I'm not sure how much sense it makes to get a reward for clearing a level -- unless there's a mapmaker's guild in town that would reward you for such. At any rate, I'm not wild about such a system. Some people might find a note in their player history nice, though.
What I would like to see, however, is more hidden dungeon features that can't be discovered just by using a spell or sitting in place pressing 's' over and over. It would be really cool if there were various switches that triggered hidden objects or rooms appearing. It could be as simple as "walking over this tile causes a secret door to appear", but I'd also be interested in things like "hitting this crystal with a spell causes a chest to rise up out of the ground." In my experience, finding hidden things is one of the most fun parts of an RPG. You feel smart for having found it, and it makes you want to explore more. Granted, though -- what I describe would take a substantial amount of work. |
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#4 | |
Angband Devteam member
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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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#5 | |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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Quote:
Then on dungeon creation, on each room you roll for hidden. Something like 1/50 would be appropriate. If the room is hidden, then all walls and floor tiles are hidden, as well as all corridors originating in that room. (corridors ending in that room are trickier, I don't know how to do that.) |
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#6 |
Knight
Join Date: Sep 2010
Location: England
Posts: 958
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I don't think level completion is an idea that meshes well with non-persistent levels. It doesn't seem great to either reward for level clearance or attempt to track total clearance in a game where you can revisit levels infinite times.
The main thing of interest I think you could do is track the average percentage that the player explores when they visit a level: it could influence scoring, or perhaps the knowledge menu and character dumps could have a statistics section so you can compare people's different playstyles. I like the hidden feature idea, though. Random thought - how about making traps flavoured? Replace the existing, fixed colour traps with a randomised selection of magical runes. Some have nasty trap effects, others do interesting, good things like open a hidden section or make a treasure appear elsewhere on the level. Up to the player whether they creep round cautiously avoiding them all, or take the risk of experimenting to discover which are the good ones. |
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#7 | ||
Swordsman
Join Date: Apr 2011
Location: Göteborg, Sweden
Posts: 348
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Quote:
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So, yes something like this would be neat, and make it just random enough so the vets will be able to guess with some relevant probability were to look to find it. And, after going through all this trouble a reward is in place. Maybe a small randomized vault or something similar? |
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#8 | |
Swordsman
Join Date: Feb 2008
Location: Boston, MA
Posts: 250
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Quote:
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#9 |
Veteran
Join Date: Jun 2008
Location: Los Angeles
Posts: 1,069
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What about having Vault contents (layout and monster/items) be hidden from detection? You could see the vault outline, and the entrance square but nothing else.
__________________
A(3.1.0b) CWS "Fyren_V" NEW L:50 DL:127 A++ R+++ Sp+ w:The Great Axe of Eonwe A/FA W H- D c-- !f PV+++ s? d P++ M+ C- S+ I- !So B ac++ GHB? SQ? !RQ V F: Last edited by Zikke; July 15, 2011 at 02:22. |
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#10 |
Apprentice
Join Date: Apr 2007
Posts: 77
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Monsters should be detectable, I think... but items should not, so that the player can decide if he wants to take risks, for an unguaranteed (but likely) reward.
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