Trap/door feature branch
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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?
Oh boy, did you ever! There's been a lot of talking about what if anything we should be doing.And just because Nick's taking the initiative to try some things out doesn't necessarily mean those things are going into Vanilla proper.
My best advice at this point is to playtest and give your feedback, for good or ill. If something doesn't work, then it won't go into an official release. At least, that's the theory!. And if that can give Nick more time to focus on features, all the better
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Ogre Shaman, Master Thief, Castamir, Sorcerer, Shelob, Skull druj. Mouth of Sauron, Feagwath,Leave a comment:
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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.
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?
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.
And just because Nick's taking the initiative to try some things out doesn't necessarily mean those things are going into Vanilla proper. My best advice at this point is to playtest and give your feedback, for good or ill. If something doesn't work, then it won't go into an official release. At least, that's the theory!
(Sorry for not doing any playtesting myself. I've had other stuff going on)Leave a comment:
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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. Don't get me wrong, I LOVE everything in the latest version, especially the new 'double edged sword' items like 'Ring of the Dog'. The dropping of cursed items feels a bit wrong though. I'm just a little worried that Vanilla Angband is almost becoming a variant in it's own right.
Not meaning to be critical of your work - just feels strangeLeave a comment:
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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...Leave a comment:
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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.Leave a comment:
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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.Leave a comment:
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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.Leave a comment:
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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:- All magical detection of traps, doors and stairs removed
- Traps and secret doors are noticed as soon as the player steps next to them (unless blind or confused)
- Magical disarm is gone, red book casters get a "disable traps" spell which renders safe any adjacent traps, green-book casters' Unbarring Ways spell now gives them the temporary "TrapSafe" status allowing them to walk across traps without triggering them
- Search command and searching status have been removed as obsolete
- Secret doors only appear inside rooms, not at the entrances to rooms or at corridor junctions
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.Tags: None
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