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#1 |
Rookie
Join Date: Aug 2011
Location: in caves
Posts: 10
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Let's face it, doors are costly in your average dungeon. Those delvers go around bashing them down, then you have to find a kobold smith for new hinges and as for the wood... when was the last time you saw TREES in your underground dwelling?
The solution? Doors of Doom! teach those door bashers a lesson by having a door fill the area with toxic fumes or blinding burning magnesium when broken! what this means : I'm working on a patch to randomly (with increasing probability as you go deeper) set off trap like effects when doors are bashed and broken... What do you think of this idea? |
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#2 |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
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In Angband, door bash you.
But really, who bashes doors these days except for monsters. You would have to make picking locks a lot harder first.
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www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012. My banding life on Buzzkill's ladder. |
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#3 | |
Rookie
Join Date: Aug 2011
Location: in caves
Posts: 10
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Quote:
+1 for the "In Angband..." joke. Last edited by GrimBob; September 3, 2011 at 04:37. |
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#4 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Make doors too dangerous and I'll just dig around them in the depths...digging wreaks havoc with a lot of "I'm going to introduce a clever terrain gimmick to make the game harder" concepts, really.
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#5 |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
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Tunneling directly adjacent to a door way could introduce structural problems, often indicated by the presence of an earthquake, or cascade of earthquakes. Tunneling around them in a more round-about way would take longer and/or be more resource intensive.
__________________
www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012. My banding life on Buzzkill's ladder. |
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#6 |
Swordsman
Join Date: Jun 2010
Posts: 324
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These trapped doors could be the entrance to a permarock-enclosed vault. Then you are forced to open them, and you also are given motivation to do so.
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#7 | |
Rookie
Join Date: Aug 2011
Location: in caves
Posts: 10
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all very good points. I'm hesitant about the vault as that would involve adding a new door type, and frankly that's to many changes for me to keep track of.
here is a snippet of what I had in mind: Quote:
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#8 | |
Rookie
Join Date: Aug 2011
Location: in caves
Posts: 10
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further example
tossed in a switch to show how other door trap types could be done
Quote:
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#9 |
Angband Devteam member
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 42
Posts: 1,516
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Hey GrimBob,
I'm not totally sure about this feature, but if you want people to try it out a good way to get started is to sign up on github.com, fork angband/angband, and push your change there. That way people can just pull your change and try it out without having to figure out exactly how to modify the code. At this point almost all contributions come to Angband through github (and the rest are pretty much all patches). It works really well for us. |
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#10 |
Rookie
Join Date: Aug 2011
Location: in caves
Posts: 10
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just want to say, I am loving GIT....
erm .. no fast food company's taglines were harmed in the making of this post |
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Thread | Thread Starter | Forum | Replies | Last Post |
Bug: "Find Traps, Doors & Stairs" doesn't work on chests | Raggy | Vanilla | 26 | June 29, 2011 14:28 |
Rods of detect traps and stairs/doors | Timo Pietilä | Development | 13 | March 10, 2011 05:38 |
Angband doors | Timo Pietilä | Vanilla | 24 | September 15, 2010 18:25 |
Jamming (spiking) doors | fizzix | Vanilla | 19 | January 7, 2010 13:43 |
angband/rougelike game called Doom? | Diadem | Variants | 14 | January 30, 2009 08:23 |