< gv >
I'm going to hate myself for mentioning this later, because it will essentially make the game much, much harder. To the point that many of the GVs will have to be revamped.
But, here it goes.
To make vaults, special vaults (everything listed in vault.txt) that much harder & more appealing to the experienced player, make them enter-able & exit-able only via special stairs. (Keep the '>' & '<' symbols, but make them a special color '>' & '<' for example.)
In a level where a special vault from vault.txt is to be generated, rather than include that vault in the drawing of the level, place, instead, that magical doorway leading into the vault. Do NOT render the vault in the level mapping.
When a player '@' descends into a magical doorway, place them at a specified starting point inside the vault. The only way OUT of a vault is via a magical staircase elsewhere in the vault (perhaps the starting point, up to the vault designer) OR via Recall / Telep Level / Deep Descent / Alter Reality spells.
Note: entering a Vault's magic doorway essentially leaves the prior level, though Max Depth does not change. Leaving a Vault also does not modify Max Depth, but one leaves a Vault into a new dungeon (as if Alter Reality had been cast).
In this way, Vaults would become labyrinth levels with defined dimensions. Phase door would do little to rescue a wayward @ in trouble. This way, Vaults do NOT reveal their dimensions (or contents) prior to stepping into them---the player only sees the '>' on the main dungeon level. The player has no idea what horrors lie behind that > symbol.
A lot of rework & play testing would need to be done, otherwise, I have a feeling a great number of those Vaults would indeed be death traps for even the most experienced players.
This, however, makes level feelings practically irrelevant unless something dramatic is already on that level. A player would only know of a Vault door if s/he comes across one... the contents of which are completely unknowable until stepping through that door.
Perhaps to make it slightly easier on the player a Vault's level could be forewarned with different colors of '>>>>>'.
Like I said---I'm gonna hate myself later for suggesting this, but I think that would be one way to both solve issues with level feelings & trying to draw dungeons around Vaults in general.
I'm going to hate myself for mentioning this later, because it will essentially make the game much, much harder. To the point that many of the GVs will have to be revamped.
But, here it goes.
To make vaults, special vaults (everything listed in vault.txt) that much harder & more appealing to the experienced player, make them enter-able & exit-able only via special stairs. (Keep the '>' & '<' symbols, but make them a special color '>' & '<' for example.)
In a level where a special vault from vault.txt is to be generated, rather than include that vault in the drawing of the level, place, instead, that magical doorway leading into the vault. Do NOT render the vault in the level mapping.
When a player '@' descends into a magical doorway, place them at a specified starting point inside the vault. The only way OUT of a vault is via a magical staircase elsewhere in the vault (perhaps the starting point, up to the vault designer) OR via Recall / Telep Level / Deep Descent / Alter Reality spells.
Note: entering a Vault's magic doorway essentially leaves the prior level, though Max Depth does not change. Leaving a Vault also does not modify Max Depth, but one leaves a Vault into a new dungeon (as if Alter Reality had been cast).
In this way, Vaults would become labyrinth levels with defined dimensions. Phase door would do little to rescue a wayward @ in trouble. This way, Vaults do NOT reveal their dimensions (or contents) prior to stepping into them---the player only sees the '>' on the main dungeon level. The player has no idea what horrors lie behind that > symbol.
A lot of rework & play testing would need to be done, otherwise, I have a feeling a great number of those Vaults would indeed be death traps for even the most experienced players.
This, however, makes level feelings practically irrelevant unless something dramatic is already on that level. A player would only know of a Vault door if s/he comes across one... the contents of which are completely unknowable until stepping through that door.
Perhaps to make it slightly easier on the player a Vault's level could be forewarned with different colors of '>>>>>'.
Like I said---I'm gonna hate myself later for suggesting this, but I think that would be one way to both solve issues with level feelings & trying to draw dungeons around Vaults in general.
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