Some more interesting uncoverances:
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Each style will have three moods: ambient, attack, puzzle. A mood will specify one or more filenames of songs to play. If multiple songs are specified then the songs selected to play will go in sequence. By default, mood will be "ambient" until the player enters an unconquered room. Some kind of analysis will be performed on entry to determine if mood should change to "attack" or "puzzle" mood. A rule like "if there are more than 50 monsters in the room, use attack mood, else use puzzle mood" can be used, but you want to account for things like maybe the room begins with 10 roach queens, and they will shortly turn the room into a slashfest.
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Allow rooms to be marked as "secret". A message will flash whenever the player enters a new secret room. Show the number of secret rooms found on the restore screen.
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Since the DROD tile graphics are pretty stark, we'll add more tile "scenery" types, such as columns (pillars), roads/trails, castle/temple facades, windows, bridges, floor mosaics, etc. We can be imaginative and add in a lot of things that will give variety.
The things added can generally be classified as wall, floor or pit types. We shouldn't have any tile types that will hide things behind them (against the DROD spirit).
When developing prototypes, we can start by placing throwaway images in GeneralTiles.bmp/.tim, and then move the tile definitions over to the Style*Tiles files when someone does the real artwork for the different motifs.
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(Negotiator) "Mr. Budkin, I humbly represent the Lowest Powers, and bear this message from the deepest point of Rooted Hold."
(Beethro) "So there is a Rooted Hold!"
(Negotiator) "You've made enemies beneath, but there is yet time to correct the situation."
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Eighty people came to the bazaar.