vittro wrote:
I know it's a huge list but, please, rate and comment.
Huge indeed.
1) Roach King : Works like a queen, but it comes toward you and it can kill you like a normal roach.
I don't think there's too much puzzle potential here, aside from proper spawning time (which can already be done with queens) and horde management (where you can just put more roaches in to begin with.) I don't want a monster generator that also kills you. No real weakness, aside from its stupidity.
2) Monster only field : Only monsters can walk on this field. It can toggled by a orb.
3) Beethro only field : Only beethro can walk on this field. It can toggled by a orb.
4) Npcs only field : Only npcs can walk on this field. It can toggled by a orb.
5) Special field : It can be toggled by a orb. When it's toggled for the first time, it becomes only beethro, second time only monsters, third time only beethro... Etc... You can select it's starting status by scripting.
I don't like the idea of fields in general. It doesn't make sense why a person can step into a spot, but not a monster, or vice versa.
6) Friendly guard : It's a guard that kills monsters in his 5x5 area and, when it kills a monster and moves, it returns to it's default position. If impossible, it will stay where it killed the monster.
Does the 5x5 area move with him? I'm guessing this is also tough to do--no monsters attack other monsters directly (I don't expect adders will attempt to eat other monsters).
7) Cannons : Can placed only on walls. They kill monsters in their 5x5 area, but they need a turn for reload. Can toggled by orbs.
If these exist, they shouldn't differentiate between monsters and Beethro. They should just shoot at anything.
8) Swap potion : You become Halph, and Beethro's AI it's now Halph's. You can move Halph with same commands of Beethro and Beethro can open you doors. The only different thing is that Halph will not be chased by monsters but Beethro will be. Walk over another potion to abort this effect.
Just no.
9) Only Halph orbs : Orbs that only Halph can use.
Orbs are a public good. Anybody can use them. Why does Halph get specialized orbs? Yes, he's the retroactive source of light in all the Eighth, but the architects didn't know that when building the dungeon/creating the orb. Orbs are like doorbells. Anybody can ring them.
10) Pillars : 1x1 walls that block also the sword.
This has potential. Sword blockers have been asked for before, and generally met with good feelings.
11) Blast Potion : When Beethro walks on this, an explosion appear on him. Beethro will not die, but monsters around him will die.
I see no reason to implement this. Bomb, 1-long fuse, and a tunnel adjacent to the fuse will achieve the same result (as if the potion was on the spot where the tunnel was). It also feels too powerful/makes me think Beethro should die on it.
12) Time bomb : It explodes after 15 turns. To activate it simply
put your sword on it.
Maybe...or you could make it explode after N turns, and have the fuse start right next to the bomb. Oh wait, that's already in the game.
13) Remote bomb : You can make it explode by pressing an orb.
I prefer
Fast Fuses for this concept.
14) Only Beethro orbs : Orbs that only Beethro can use. Slayer and Halph can't use them.
See comment 9
15) Toggleable Orbs : These orbs are deactivated / activated (selected by editor). You can toggle them by pressing another orb. They work as normal orbs when activated.
Ugh. I wouldn't want to play any rooms with these. Boring, legwork, no thinking.
16) Halph, Beethro, Slayer only Toggleable Orbs : Well, I think you got it.
See 9, 15.
17) Keys : When you walk over a key you take it. You can keep only 3 keys at time. You can open a Wooden Door with keys, simply walking into it.
18) Wooden Door : Can be opened with Keys and toggled, opened and closed with orbs.
No. Orbs and yellow doors are good enough. Plus, wood can't stop a really big sword.
19) Custom image Pit and Obstacle : Works like a custom image but you can't walk over it. For the pit custom image wrathwings can walk on it.
Uh...I think the obstacles and pits which are included in the game are sufficient.
20) Protection field : When Beethro is over it, monsters can reach it, but it will not die. The protection field will disappear after 8 turns of Beethro on it.
Um...no. Creates a host of problems with "
what happens when Beethro stabs a monster on a protection field?"
21) Teleport potion : When you walk over it you will be teleported on a teleportable field of your choice.
22) Teleportable field : Works like a normal field, but you can teleport over it with teleport potions.
Makes little sense in-game. Also too powerful, and I feel it changes the gameplay a wee bit too much.
23) Toggleable Pits : Works like a normal pit, but it can be toggled by a orb. When toggled it works like a normal obstacle.
I see no use for this.
24) Npc graphics : I think we need wall graphic, orb graphic and door graphic.
I don't think we do. You can make a wall, orb, or door, and have an invisible NPC on top of it.
25) Npc scripting : When beethro touches this npc - When sword touches this npc.
I think we'll be able to do this with relative coordinates.
I know it's a huge list but, please, rate and comment.
A lot of these ideas don't seem too well thought out--just things you thought at one point would be neat. Interaction with other elements is key in DROD. Much of these don't "
play well with others"
, be they too powerful, or of little use. I probably sound a bit negative towards most of your ideas, but I'd MUCH prefer 2 or 3 well-thought out ideas to a huge list of 25 "
wouldn't it be neat if"
s.
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