There is some info in the 4.1 feature branches thread about distinguishing player knowledge from reality - here's a bit more about how that's going to be implemented.
The plan is to have two copies of the main pieces of the game world - the dungeon level (including terrain, objects, monsters and traps), the player's gear, and the player's home. One of these copies is reality, the other is the player's knowledge of reality.
So far, the published knowledge feature branch has the terrain part implemented - so, for example, a monster can open a known door out of the player's sight, but the player won't see it as open until it's seen or detected again. The next part being done is objects, which will allow a similar thing to the doors to happen with monsters picking up or crushing detected objects out of the player's sight. It will also simplify and clarify object ID (and the new, "rune-based" ID will be implemented here). And after that, there will be monsters.
So, here are some questions:
All discussion and opinions welcome.
The plan is to have two copies of the main pieces of the game world - the dungeon level (including terrain, objects, monsters and traps), the player's gear, and the player's home. One of these copies is reality, the other is the player's knowledge of reality.
So far, the published knowledge feature branch has the terrain part implemented - so, for example, a monster can open a known door out of the player's sight, but the player won't see it as open until it's seen or detected again. The next part being done is objects, which will allow a similar thing to the doors to happen with monsters picking up or crushing detected objects out of the player's sight. It will also simplify and clarify object ID (and the new, "rune-based" ID will be implemented here). And after that, there will be monsters.
So, here are some questions:
- This allows for detected monsters to be left on the screen, representing where the player saw them last. Is this a good idea, and if so how should it be done?
- The obvious thing for objects is for the player to continue to believe they are in the place they were last seen until either the object or the place is seen again. Does this sound correct?
- The whole system allows a much more imaginative version of hallucination to be developed. How should that work?
- There is also the potential to have monster shapechanging (somewhat like in FAangband). Would that be a good idea?
All discussion and opinions welcome.
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