Level completion (for level clearers)

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  • Magnate
    Angband Devteam member
    • May 2007
    • 5110

    #16
    Originally posted by Zikke
    I have to apply multiple mental adjustments...
    Really? I only need one ...
    "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

    Comment

    • ekolis
      Knight
      • Apr 2007
      • 921

      #17
      Originally posted by Max Stats
      Mmmm... yes, I vote for chocolate.
      I yelled "fire" when I fell into the chocolate...
      You read the scroll labeled NOBIMUS UPSCOTI...
      You are surrounded by a stasis field!
      The tengu tries to teleport, but fails!

      Comment

      • Zikke
        Veteran
        • Jun 2008
        • 1069

        #18
        Originally posted by Magnate
        Really? I only need one ...
        I wasn't referring to your posts. Yours are easy to read.
        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

        • UglySquirrell
          Swordsman
          • Jul 2011
          • 293

          #19
          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 really think this would be fun. It would make the searching skill, and items usefull. Maybe have undetectable mini vaults/rooms. Well walking down the hallway, you notice a strange glow on the wall, hit s and you find a door. Maybe put an Elvish dwarvish description on it, Mellon, danger, armory, storeroom etc. (Sorry not fluent in dwarvish or elvish ) Put a random named or ood monster or relevent items in there. Cloaks, torches food in storerooms, weapons armour in the armory. Would make clearing a level a little more interesting.

          Comment

          • Whelk
            Adept
            • Jun 2007
            • 211

            #20
            Anything to break up the monotony of the dungeon is good. One of the things I enjoy most about Dungeon Crawl Stone Soup is that you happen upon little flavored areas here and there. More often than not they don't even have an effect on actual gameplay, but it's a nice break from the otherwise stark and random corridors.

            The propositions in this thread for ramped-up hidden areas and interactive dungeon features would go a long way, at least for me, in gameplay enjoyment. If the idea's being seriously considered, I'd love to contribute by posting some ideas.

            Comment

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