Plenty of variants have water terrain. The implementations I know (something) about are:
I am considering adding water as a terrain - it seems a reasonable thing to have in the dungeon, it adds tactical elements, and it could contain monsters.
Is this idea good, bad or indifferent? If good, how should it be done? Opinions are most welcome, as are explanations of how I've misrepresented variants
- Oangband - water makes small differences to combat, and the player cannot step into water when too burdened
- FAangband - similar to O, but rather than being unable to cross when overburdened, the player's slowing by burden is tripled
- UnAngband - water puts out torches and lanterns, and the player gets tired while in water and can drown if too tired
- ToME (and other Z-likes?) - there is shallow water which has little effect, and deep water which steadily drowns the player in most circumstances
I am considering adding water as a terrain - it seems a reasonable thing to have in the dungeon, it adds tactical elements, and it could contain monsters.
Is this idea good, bad or indifferent? If good, how should it be done? Opinions are most welcome, as are explanations of how I've misrepresented variants
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