leroy00 wrote:
Maybe a "non-high-score" room flag in the editor would be a good idea as a work-around. Or a "no buttons, no monsters, no trapdoors (did I forget something)" == no puzzle evaluation?
How many rooms exist that have puzzles, no monsters, and no trivial demos? I would expect that these are extremely rare. For these rooms, the editor needs a mechanism to specify what "
victory"
means. (As far as I can think of, the goal of these would either be to enter from one of a given set of positions (& orientations) and leave from one of another given set, or to read some scroll.) Otherwise, there is no point in keeping track of the high scores to begin with.