Tahnan wrote:
Oh, I've seen more useless and more redundant...
Well, it's useless because this is not a request for semaphores (but inter character messaging, which is NOT the same), and it's redundant as an alternative already exists. I've requests before that were either more useless or more redundant, but this is the first that is both...
But in any case, as I said, one room in my Al Dente hold involved various internal change-of-state things that would have been insanely hard to determine if each character had to have all kinds of separate subroutines to track the player's movement on their own; as opposed to one character tracking one thing, and sending out a signal when it happened.
I can't comment on your room since I don't know which one it is.
But that's not my point. The point is, that while "
various internal change-of-state things"
is an interesting suggestion for many things, it is -like a raygun- not very suitable for DROD. By hiding the states in characters, it goes against the spirit of showing all the information on screen. And while I might like to be able to play sokoban, space invaders or mastermind (just some examples) using this trick, I've seen other games doing those things better (and they are called "
sokoban"
, "
space invaders"
and "
mastermind"

).
And I must say, if the states are "
insanely hard"
to determine, even for the architect, then I have this very bad feeling that room wasn't tested properly by the architect.
Additionally, with relative movement added, I'm not 100% convinced that a simple "wait for NPC at" will still be sufficient.
Well, I never said it was simple, and there are more things you can use besides "
wait for NPC at"
. But it is also not terribly hard.
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