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Old July 14, 2011, 20:37   #1
fizzix
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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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Old July 14, 2011, 20:45   #2
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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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Old July 15, 2011, 11:52   #3
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Quote:
Originally Posted by Magnate View Post
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.)

excuse me but who are u 2 b judging,

also ~ stopping dev is the best idea 4 angband ive heard i think, plz no rage~

not that i ever complete lvl, but mayb if there was some pro reward , i would!
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Old July 15, 2011, 13:51   #4
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excuse me but who are u 2 b judging
I'm a player with an opinion, same as everyone else. If it helps you to prepend IMO when you read what I write, go ahead and do that. When I read what you write, a similar mental adjustment takes place in my mind.
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Old July 15, 2011, 20:38   #5
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I have to apply multiple mental adjustments...
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Old July 16, 2011, 10:33   #6
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I have to apply multiple mental adjustments...
Really? I only need one ...
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Old July 18, 2011, 07:10   #7
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Really? I only need one ...
I wasn't referring to your posts. Yours are easy to read.
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Old July 14, 2011, 20:46   #8
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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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Old July 14, 2011, 20:53   #9
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Quote:
Originally Posted by CunningGabe View Post
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.
I rather like this idea. I hate it in games with nonrandom levels, because it always makes people use spoilers to ensure that they've seen/done everything. But in a game with random, non-persistent levels, it could be awesome, because you'd never know if you missed anything, and if you found something (say, you happened to catch a wall square in the blast radius of a ball spell, which caused a hidden door and room to appear), it would be really cool.
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Old July 14, 2011, 21:03   #10
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Granted, though -- what I describe would take a substantial amount of work.
Not really. You can label squares with a bitflag FEAT_HIDDEN which means that nothing shows up with clairvoyance, mapping, detect doors, stairs, traps or objects. (you could do detect monsters too, but I think that's a bad idea.) It's also trivial to ensure that no stairs wind up on a HIDDEN tile.

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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