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Caravel Forum : DROD Boards : Feature Requests : The Guard: One sees you, all are activated
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butsam
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icon The Guard: One sees you, all are activated (0)  
I have a feature request for consideration. It's probably been proposed before...but upon replaying DROD level 5 (eyeball-heavy), I came upon the idea of a "guard" creature. The creature could move in a set pattern, or even no pattern if it's too much effort. Once *one* guard "sees" you (same definition as with eyes for "seeing" you), *all* guards in the room are activated. This could lead to some pretty challenging and new ideas not possible currently, and shouldn't be too difficult to implement. (Of course, I don't expect it by v1.7, but just an idea for the future.) Then again, someone's probably suggested it under a different name, or even the same name. What do you guys think?

sam
04-01-2004 at 04:51 PM
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DiMono
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icon Re: The Guard: One sees you, all are activated (0)  
Exact same idea has been proposed in this thread. Great minds think alike, eh?

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04-01-2004 at 05:31 PM
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butsam
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Great minds think alike, you are right :) Though I would say that I like the idea of them not having to touch better...leads to more puzzles. I was thinking it could lead to more elaborate timers than currently in play...one guard/group eye sees you; another is activated elsewhere and closing in on you. There are other uses as well. I think this would revolutionize DROD...we could...dare I say...rule the world! OK, maybe not...but still, it'd be cool! I like the ideas :)

Sam
04-01-2004 at 05:43 PM
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Ravon
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I agree, our minds think alike, but shouldn't the saying be
"Great minds think" ???? :P
04-02-2004 at 05:49 AM
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Koro
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One difference between the two ideas is that butsam's Guards move or patrol. I like that. Sneaking between them when their back is turned and the like. Also, puzzles that are similar to serpent-train puzzles could be possible with guards. However, they would need to be a lot scarier than a roach for this to have affect. Maybe they can't be killed by the sword.

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04-02-2004 at 10:43 AM
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butsam
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Yes, the patrolling is important...and I thought of something to flesh it out. Guards could be made to:

(1) go to the nearest wall, if not next to a wall
(2) follow the wall (doors counting as walls if closed, but not counting as walls if open)
(3) turn around if reached a dead-end (which is basically still following the wall)

Of course, when activated, they go straight for the player like a roach on brains (or just a roach, if you would prefer, and like a roach on brains with a brain present).

This seems very typical of guard behavior...and is also deterministic, in-line with the game's beliefs.

Sam

PS: To add to the puzzles, too, there could be some switch or something similar that must be hit with the sword to force the guards to return to patrolling...in other words, it deactivates all of the guards, so they then go to the nearest wall and do that jazz until one sees you again.


[Edited by butsam on 04-02-2004 at 11:26 AM GMT]
04-02-2004 at 12:23 PM
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butsam
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Vectors took my mind off girls for awhile. Then I got to Fourier Series, and I needed to turn somewhere for help...lol :) I like the quote, by the way :)

Sam
04-02-2004 at 12:37 PM
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The_Red_Hawk
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Didn't DiMono make an exactly similar feature request a few months back? I think he even called it a Guard.

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04-02-2004 at 01:55 PM
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butsam
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Similar, but walking back and forth v. wall-following...I vote for wall-following for more interesting movement to avoid. Then you can trigger them to go to the nearest wall, too. They could always keep the wall to their right...follow it around...this will even solve most mazes, which I envisioned as one of the uses...a one-screen (NO LEVEL 13 REPEATS!) maze that "changes" based on how efficiently you complete it is just one of many possibilities that is thinking "outside the box".

Also, the guardians were not all activated when you moved near one, only one guardian was activated. Also, guardians were activated only when you moved on an adjacent space (so basically, they only would kill you, never would chase you). There is a distinct difference between the two.

This is more of a combination of his Guardian and group-eye posts, with wall-following technology (tm).

I feel this method gives more interesting puzzles.

Sam


[Edited by butsam on 04-02-2004 at 01:53 PM GMT]
04-02-2004 at 02:45 PM
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DiMono
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I don't recall making such a feature request. I remember Vorpal Bunnies and things that go back and forth and can activate orbs. Not that I mind having reasonable ideas credited to me, of course :)

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04-02-2004 at 09:41 PM
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Mattcrampy
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Hmm...

I'd have to vote a no on this because sneaking past guards and stealth sequences have been done to death. We might be able to approximate it with some stuff we already have (like invisibility potions and brains, and some goblins) though.

Matt

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04-03-2004 at 04:43 AM
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Brickman
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I think it is a good idea. The activated guards should move like goblins (the smartest creatures as of yet, and the only ones that you would ever fear facing a large group of) and/or would block your sword with a shield. if that second one went in, then you would have to kill them by backstabbing (or sidestabbing, or not in line of sightstabbing).
07-07-2004 at 10:00 PM
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