Announcement: Remember: you are giving away your fantastic ideas for free, and somebody else might even make money from them (or appear to). That's just how the world works! If you're worried about it, maybe you shouldn't post your ideas here.


Caravel Forum : DROD Boards : Feature Requests : No rest for the wicked (Monsters that get resurrected once in a while.)
New Topic New Poll Post Reply
Poster Message
Voidy
Level: Goblin
Rank Points: 16
Registered: 08-20-2008
IP: Logged
icon No rest for the wicked (+2)  
I have a thing for spawning monsters and their offsprings, so here's my idea for a new adversary I will refer to as..ahem..Deadsy

Now, your average Deadsy behaves like an ordinary roach or brained roach or golem. When killed, it leaves a pile of bones on the ground. The bones don't try to grab Beethro by his ankle or block his passage, but when the clock strikes twelve (or thirty) they rise as Deadsies again.

The player does not probably need to kill all Deadsies in the room to clear it. Or if he does, there should be another monster that is responsible for raising Deadsies. Also, if killing necromancer is not obligatory, there are vast possibilities for timed puzzles.

Comments?



____________________________
Let your imagination be the hardware http://www.ifarchive.org/
09-01-2008 at 10:37 AM
View Profile Send Private Message to User Show all user's posts Quote Reply
Maurog
Level: Smitemaster
Avatar
Rank Points: 1501
Registered: 09-16-2004
IP: Logged
icon Re: No rest for the wicked (0)  
I like this idea in its original form of leaving bones behind and rising back at 30. The only suggestion I have is that "Deadsies" treat bones like obstacles (maybe with the exception of killing Beethro standing on bones like seeps), because otherwise it becomes too complicated.

____________________________
Slay the living! Raise the dead!
Paint the sky in crimson red!
09-01-2008 at 12:11 PM
View Profile Send Private Message to User Send Email to User Show all user's posts Quote Reply
rman
Level: Smiter
Avatar
Rank Points: 371
Registered: 09-24-2007
IP: Logged
icon Re: No rest for the wicked (0)  
I thought that bones are impassable...

Also these bones must be (edit: visually) different from the existing 'bones' obstacle. ;)

____________________________
Click here to view the secret text

Best quote ever (TSS ending spoiler):
Click here to view the secret text


[Last edited by rman at 09-01-2008 12:52 PM]
09-01-2008 at 12:13 PM
View Profile Send Private Message to User Send Email to User Show all user's posts Quote Reply
Voidy
Level: Goblin
Rank Points: 16
Registered: 08-20-2008
IP: Logged
icon Re: No rest for the wicked (0)  
Maurog wrote:
The only suggestion I have is that "Deadsies" treat bones like obstacles (maybe with the exception of killing Beethro standing on bones like seeps), because otherwise it becomes too complicated.

Agreed. I can't think of a way to handle several Deadsies dying on the same square.

____________________________
Let your imagination be the hardware http://www.ifarchive.org/

[Last edited by Voidy at 09-01-2008 12:36 PM]
09-01-2008 at 12:35 PM
View Profile Send Private Message to User Show all user's posts Quote Reply
zex20913
Level: Smitemaster
Avatar
Rank Points: 1723
Registered: 02-04-2003
IP: Logged
icon Re: No rest for the wicked (0)  
This would be, perhaps, silly, but I'm going to go with it.

Perhaps, to kill all Deadsies, you first have to combine them. That is, make their bones appear in one square, so when they respawn, there are fewer Deadsies. To fully kill, you must prevent them from spawning on turn 30. By monster on bones, self on bones, sword on bones, etc. If that happens, the monster dies.

____________________________
Click here to view the secret text

09-01-2008 at 01:48 PM
View Profile Send Private Message to User Send Email to User Show all user's posts Quote Reply
rman
Level: Smiter
Avatar
Rank Points: 371
Registered: 09-24-2007
IP: Logged
icon Re: No rest for the wicked (0)  
zex20913 wrote:
This would be, perhaps, silly, but I'm going to go with it.

Perhaps, to kill all Deadsies, you first have to combine them. That is, make their bones appear in one square, so when they respawn, there are fewer Deadsies. To fully kill, you must prevent them from spawning on turn 30. By monster on bones, self on bones, sword on bones, etc. If that happens, the monster dies.

I like the necromancer idea. If you stop them from resurrecting by something standing on it, the just don't resurrect - they wait another 30th turn. However, I like the idea about removing a deadsie by killing it on bones.

____________________________
Click here to view the secret text

Best quote ever (TSS ending spoiler):
Click here to view the secret text

09-01-2008 at 01:59 PM
View Profile Send Private Message to User Send Email to User Show all user's posts Quote Reply
Briareos
Level: Smitemaster
Avatar
Rank Points: 3516
Registered: 08-07-2005
IP: Logged
icon Re: No rest for the wicked (0)  
zex20913 wrote:
Perhaps, to kill all Deadsies, you first have to combine them. That is, make their bones appear in one square, so when they respawn, there are fewer Deadsies. To fully kill, you must prevent them from spawning on turn 30. By monster on bones, self on bones, sword on bones, etc. If that happens, the monster dies.
Does the game backend even allow two monsters/NPCs/players in the same tile? If not this probably would require a bigger code change...

np: Contriva - Before (Separate Chambers)

____________________________
"I'm not anti-anything, I'm anti-everything, it fits better." - Sole
R.I.P. Robert Feldhoff (1962-2009) :(
09-01-2008 at 02:48 PM
View Profile Send Private Message to User Send Email to User Visit Homepage Show all user's posts Quote Reply
mrimer
Level: Legendary Smitemaster
Avatar
Rank Points: 5064
Registered: 02-04-2003
IP: Logged
icon Re: No rest for the wicked (0)  
Cool FR. :)
Briareos wrote:
zex20913 wrote:
Perhaps, to kill all Deadsies, you first have to combine them. That is, make their bones appear in one square, so when they respawn, there are fewer Deadsies. To fully kill, you must prevent them from spawning on turn 30. By monster on bones, self on bones, sword on bones, etc. If that happens, the monster dies.
Does the game backend even allow two monsters/NPCs/players in the same tile? If not this probably would require a bigger code change...
Two active monsters cannot physically occupy the same tile simultaneously, but the code doesn't have any problem with non-obstacle-type monsters overlapping, like invisible NPCs. I'd guess the same could go for these deadsies if they're not an obstacle. So far, I like the idea of getting rid of deadsies by killing them on an existing bone pile too.

____________________________
Gandalf? Yes... That's what they used to call me.
Gandalf the Grey. That was my name.
I am Gandalf the White.
And I come back to you now at the turn of the tide.

[Last edited by mrimer at 09-01-2008 08:25 PM]
09-01-2008 at 08:25 PM
View Profile Send Private Message to User Send Email to User Show all user's posts High Scores This architect's holds Quote Reply
Pinnacle
Level: Smitemaster
Avatar
Rank Points: 1129
Registered: 06-10-2004
IP: Logged
icon Re: No rest for the wicked (0)  
The arrow next to the topic... does this mean it's confirmed for TSS (or 3.3)?

____________________________
Once (adv.): Enough.
Twice (adv.): Once too often.
~Ambrose Bierce, The Devil's Dictionary
09-02-2008 at 03:20 AM
View Profile Send Private Message to User Send Email to User Show all user's posts High Scores This architect's holds Quote Reply
mrimer
Level: Legendary Smitemaster
Avatar
Rank Points: 5064
Registered: 02-04-2003
IP: Logged
icon Re: No rest for the wicked (0)  
Pinnacle wrote:
The arrow next to the topic... does this mean it's confirmed for TSS (or 3.3)?
Nah, but it does mean I'm reminding myself to consider the puzzle aspects of this FR as new puzzle elements get added. I like them, but they may ultimately show up in a modified form.

____________________________
Gandalf? Yes... That's what they used to call me.
Gandalf the Grey. That was my name.
I am Gandalf the White.
And I come back to you now at the turn of the tide.

[Last edited by mrimer at 09-02-2008 06:43 PM]
09-02-2008 at 06:42 PM
View Profile Send Private Message to User Send Email to User Show all user's posts High Scores This architect's holds Quote Reply
New Topic New Poll Post Reply
Caravel Forum : DROD Boards : Feature Requests : No rest for the wicked (Monsters that get resurrected once in a while.)
Surf To:


Forum Rules:
Can I post a new topic? No
Can I reply? No
Can I read? Yes
HTML Enabled? No
UBBC Enabled? Yes
Words Filter Enable? No

Contact Us | CaravelGames.com

Powered by: tForum tForumHacks Edition b0.98.8
Originally created by Toan Huynh (Copyright © 2000)
Enhanced by the tForumHacks team and the Caravel team.