12th Archivist wrote:
The "Guard Mode" already exists. Simply put a monster in front of a narrow tunnel and you've got the tunnel guarded. Movement in DROD RPG has been avoided because there is no real point. If you're trying to make a hold in the RPG that's like TCB, just make a hold in TCB.
It hasn't been avoided! Just use the scripting command "
Move to player"
and the monster will move towards the player. You'll need to set the monster's stats in the script as well to use this method.
And there is
a lot more you can do with moving monsters than just recreating TCB. I'm sorry, but that comment really riles me -- it's like saying "
You can't write anything new, because Shakespeare already used all the letters of the alphabet."
Just a few ideas:
* Moving monsters are great for boss fights, like the Guard Training series of mini-bosses in Nobard's Hold and the Ogre Lord / Goblin Swordsmen fight later on.
* Monster behind door. ATK gem on pressure plate that opens door. Is it safe to get it? Can you find a way to avoid the monster rather than fighting it?
* A "
pursuit"
level, where the moving monsters are too strong to fight and you have to get away from them. (Or maybe you can fight them, but it damages you so much that you can only afford to kill a few.)
* Moving monsters + bombs = tactical puzzle. Different from anything you can do in TCB because in RPG you don't have to kill the monsters but you may want to (to get greckles).
* Fetch quests, where the "
monster"
is something you have to transport from one place to another to get a reward.
This is only just scratching the surface...
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50th Skywatcher