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#1 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 56
Posts: 9,319
Donated: $60
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Trap/door feature branch
This is a branch to test out the proposed changes to traps and doors. It is far from complete - in particular, there are no new traps - but it's ready for some testing. Note that it's not built on the rune-based ID branch.
Changes are:
There are builds up for Windows and OS X, and source is here. Please let me know your thoughts. I am certainly intending to make traps more interesting, but I think the changes to here should give an idea of how it might play.
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#2 |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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What might be nice is to mark off sections of the dungeon as "secret sections" these won't show up on mapping or monster/object detection unless the door to them are open, and the doors to each end are secret doors.
I'm not sure how this works in our current dungeon generation though. |
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#3 | |
Knight
Join Date: Sep 2010
Location: England
Posts: 958
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#4 |
Knight
Join Date: Sep 2013
Posts: 527
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While I like the idea, wouldn't this create an obvious blank space where a room must be?
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#5 |
Knight
Join Date: Sep 2010
Location: England
Posts: 958
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I don't know, there's a fair bit of open space left in Vanilla level generation. And the hidden rooms could easily be very small - say a little 3x3 chamber with traps surrounding a central treasure, or even just a single-square 'closet' containing a treasure or staircase.
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#6 |
Prophet
Join Date: Dec 2009
Posts: 9,024
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Unless these secret areas are completely opaque to all forms of detection, they'd be pretty obvious, wouldn't they? I mean, you'd see that there's monsters and items and so on in them. And if they are completely opaque, then you leave the player open to getting unpleasantly ambushed...
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#7 |
Adept
Join Date: Mar 2016
Posts: 194
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I'm wondering what the philosophy behind this is? I like that traps keep me on my toes - if I forget to cast detect traps, well that's my own silly fault. Traps and hidden may be such a minor feature for gameplay, but they add a depth I'm worried Angband will lose. Noticing traps as soon as you step near them just seems so totally wrong.
To be honest, I never thought monsters creating traps made any sense though. I between this and Rune ID I feel I've missed some major discussions and arrived just before a major turning point ![]() Not meaning to be critical of your work - just feels strange ![]() |
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#8 | |||
Prophet
Join Date: Dec 2009
Posts: 9,024
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Quote:
Note in particular that if you only notice a trap when you step next to it, then your planned route through a room may be suddenly changed. This could potentially cause problems for you during a fight -- whoops, there's a dart trap in your way. Do you step around it, taking more time and/or leaving yourself open to attacks from more monsters, or do you step through it and take your chances? Quote:
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![]() (Sorry for not doing any playtesting myself. I've had other stuff going on) |
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#9 | |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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Ogre Shaman, Master Thief, Castamir, Sorcerer, Shelob, Skull druj. Mouth of Sauron, Feagwath, |
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#10 | |||
Adept
Join Date: Mar 2016
Posts: 194
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