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Caravel Forum : DROD Boards : Feature Requests : Treasure chest object? (Typical dungeon fare.)
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zex20913
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icon Treasure chest object? (+2)  
It's probably way too late for TCB, if it's not in already, but I'd like an obstacle that looks like a treasure chest. It's pretty standard dungeon fare, though Beethro wouldn't really use them. I'm thinking of this more for player-made holds, like (secreted because it's after a master wall in Echoes)
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Totally useless from a gameplay perspective, but kinda fun from a game experience perspective.

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01-23-2007 at 12:52 PM
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Tombot
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icon Re: Treasure chest object? (0)  
So basicly you want interactive items and non interactive items entirely for story telling and aesthetic purposes?

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01-23-2007 at 04:00 PM
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zex20913
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icon Re: Treasure chest object? (0)  
I never said anything about interactivity, though I was thinking that one could script some to utilize the chest. And a closed chest that changed to an open chest (scriptable objects?) would be awesome, but probably unlikely.

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01-23-2007 at 04:21 PM
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Mattcrampy
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icon Re: Treasure chest object? (0)  
Considering obstacles are entirely cosmetic anyway, I honestly don't see the harm.

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01-23-2007 at 10:21 PM
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Casebier
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icon Re: Treasure chest object? (0)  
How about an obstacle with an imported graphic? Possibly even let the graphic that gets imported be an animation. That might be a good way to do flowing water.

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01-23-2007 at 10:26 PM
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Chaco
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icon Re: Treasure chest object? (0)  
Actually, no - they're a wall that seep can't move on nor wraithwings can fly over.

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01-23-2007 at 11:51 PM
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AlefBet
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icon Re: Treasure chest object? (+1)  
Chaco wrote:
Actually, no - they're a wall that seep can't move on nor wraithwings can fly over.
And that can be placed on tunnels. Obstacles as a whole aren't purely cosmetic, but having more than just a single 1x1 obstacle tile available is.

While I'm posting, I'd like to mention that I don't think it's a good idea to add new obstacle graphics just because new ones are just cosmetic and so there doesn't seem to be a downside. Every new obstacle makes creating a new style that much harder as new corresponding graphics have to be incorporated in every style for each provided obstacle. There have been some rather cool style mods made by various people and I don't want to unnecessarily raise the barrier for doing that. Rather than a proliferation of obstacles, I'd much prefer the option of a custom wall or pit image. Or characters with custom imported tilesets.

The chest per se seems like it might be a nice usable object, but if it means that one style doesn't get made because somebody looks at StyleXTiles.png and says "sheesh, I have to fill in all THAT? If only there were one fewer obstacle and shadow tile...", I'd call that a loss.

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01-24-2007 at 12:19 AM
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Citrus
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icon Re: Treasure chest object? (+1)  
That sounds too much like a red door to be useful.

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03-02-2007 at 03:00 PM
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Citrus
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And you get my 689th* and 670th*! Happiness all around!

*Approximation. May not be 100% accurate.



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03-02-2007 at 08:54 PM
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Albert
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icon Re: Treasure chest object? (0)  
It might be fairly interesting. They'd be sort of "anti-trapdoors", if I'm interpreting this correctly.

Trapdoors are floor tiles until Beethro steps off them, when they become pits.
By contrast, chests would be obstacles until Beethro steps on them, at which point they become floor tiles.
Kind of like potions that don't do anything, in fact.
03-02-2007 at 10:11 PM
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Jason
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icon Re: Treasure chest object? (0)  
Albert wrote:
By contrast, chests would be obstacles until Beethro steps on them, at which point they become floor tiles.

An obstacle you can step on? :hmmm:

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03-02-2007 at 10:26 PM
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Briareos
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icon Re: Treasure chest object? (0)  
Jason wrote:
Albert wrote:
By contrast, chests would be obstacles until Beethro steps on them, at which point they become floor tiles.

An obstacle you can step on? :hmmm:
I guess he meant an obstacle for monsters... or at least snakes.

np: Marsen Jules - Aeillet En Delta (Les Fleurs)

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03-02-2007 at 10:31 PM
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Sergenth
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icon Re: Treasure chest object? (+1)  
Since I've read that level styles AND player character sprites would be moddable with the new custom graphics setup in DROD 3.0, it should be possible to replace 2 direction positions of an NPC or monster and make an "animatable" treasure chest that opens as Beethro bumps into it. Also, with the relative coordinates, it should be easier to use scripting to detect when Beethro bumps into a particular obstacle.

Brown Doors are potentially doable too using NPCs shaped like custom door tiles, and when they disappear, a custom "door is down" floor is exposed.

This is all assuming that such modification is part of the feature where tile graphics can be included within version 3.0 holds.
03-02-2007 at 10:43 PM
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Beef Row
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icon Re: Treasure chest object? (+1)  
Nuntar wrote:
Sorry to drag this up again -- I just had an idea for how this could be modified.

Instead of treasure chests being entirely cosmetic, there's a new type of door that opens when you collect all of them. (Brown, perhaps?) Of course, they could still be used as a cosmetic feature by not including the brown door.

This would be nice if it spanned a whole level, an addition of a Treasure door to the Blue and Master doors. This would allow a bonus area for each individual level similar to the master door works for a whole hold.

Of course this would be best if treasure had no gameplay effect at all, more like a custom floor than an obstacle. Each room would have to have a 'treasure cleared' status along with the 'monsters cleared', and treasures would reset unless you collected them all in one visit. This way each room is still self-contained, but you can work toward a goal spanning multiple rooms, just like with the blue and master doors.

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03-02-2007 at 10:57 PM
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