Level completion (for level clearers)

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  • fizzix
    Prophet
    • Aug 2009
    • 3025

    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?
  • Magnate
    Angband Devteam member
    • May 2007
    • 5110

    #2
    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.)
    "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

    Comment

    • CunningGabe
      Swordsman
      • Feb 2008
      • 250

      #3
      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.

      Comment

      • Magnate
        Angband Devteam member
        • May 2007
        • 5110

        #4
        Originally posted by CunningGabe
        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.
        "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

        Comment

        • fizzix
          Prophet
          • Aug 2009
          • 3025

          #5
          Originally posted by CunningGabe
          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.)

          Comment

          • Nomad
            Knight
            • Sep 2010
            • 958

            #6
            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.

            Comment

            • jens
              Swordsman
              • Apr 2011
              • 348

              #7
              Originally posted by fizzix
              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?
              I've wanted something like this, but thought better of it ;-) What I did come around to is that I'd like to have something to complete. Vaults, and pits fill this want well, but I want more :-)

              Originally posted by CunningGabe
              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.
              Another thing I've thought about is that there ought to be nice, interesting things behind secret doors, I mean, why were they secret in the first place? A feature that is important for games in general is to have mechanics to reward veteran players for knowing the game well. As CunningGabe said, get the opportunity to feel smart. One such thing in Angband is knowing something about the map generation, so you know were to search for secret doors.

              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?

              Comment

              • CunningGabe
                Swordsman
                • Feb 2008
                • 250

                #8
                Originally posted by Nomad
                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.
                That's a cool idea! I was just brainstorming some trap effects today, and was thinking of maybe making some of them have beneficial effects -- but it hadn't occurred to me to make "reveal hidden stuff" one of the beneficial effects.

                Comment

                • Zikke
                  Veteran
                  • Jun 2008
                  • 1069

                  #9
                  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.
                  Last edited by Zikke; July 15, 2011, 02:22.
                  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:

                  Comment

                  • Remuz
                    Apprentice
                    • Apr 2007
                    • 77

                    #10
                    Originally posted by Zikke
                    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.
                    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.

                    Comment

                    • dos350
                      Knight
                      • Sep 2010
                      • 546

                      #11
                      Originally posted by Magnate
                      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!
                      ~eek

                      Reality hits you -more-

                      S+++++++++++++++++++

                      Comment

                      • Magnate
                        Angband Devteam member
                        • May 2007
                        • 5110

                        #12
                        Originally posted by dos350
                        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.
                        "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                        Comment

                        • Zikke
                          Veteran
                          • Jun 2008
                          • 1069

                          #13
                          I have to apply multiple mental adjustments...
                          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:

                          Comment

                          • the Invisible Stalker
                            Adept
                            • Jul 2009
                            • 164

                            #14
                            Originally posted by Nomad
                            Random thought - how about making traps flavoured?
                            Interesting. I think I remember a discussion of making monsters flavoured, but perhaps that was just a hallucination on my part.

                            Comment

                            • Max Stats
                              Swordsman
                              • Jun 2010
                              • 324

                              #15
                              Originally posted by Nomad
                              Random thought - how about making traps flavoured?
                              Mmmm... yes, I vote for chocolate.
                              If beauty is in the eye of the beholder, then why are beholders so freaking ugly?

                              Comment

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