StuartK wrote:
AlefBet wrote:
We run into issues if there are force arrows on room edges.
If there's a force arrow preventing retreat, that will also protect you from a a bomb blast.
Not in all cases (say, if the arrow points west, the bomb is to the north, and the player enters with his sword facing north).
And what if the arrows are in the room you just exited (preventing re-entry), not in the new room?
An architect would have to specifically design a room for a secondary blast to kill you, which would be unlikely and obnoxious. In such a situation Beethro should survive such a blast anyway, and report the problem to the author of the hold as a bug.
So now you're suggesting behavior that's even less consistent than the current behavior.
We could also run into a problem with a situation where your sword would be on a bomb in the new room and in the old room.
True. The sword would have to be facing along the edge of the screen, and the player sidestep into the next room, from a room which had bombs in that have already been exploded. In both rooms, bombs would be right on the edge. This would be a rare situation, but I don't see a way to address it, except as above - Beethro survives (after this is on returning to the first room) player reports the problem to the hold author as a bug.
Again, it seems to me that this idea just ends up with more, and more severe, exceptions. True, they'll occur less often, but they'll be both less easy to predict (since you need to take two rooms into account) and at least equally non-standard behavior wise. Essentially this so-called "
solution"
is just making things worse.
I'd rather not ever see a situation where Beethro has his sword on a bomb, and the bomb hasn't exploded. It looks like a bug.
I'd rather not see a situation where Beethro is in a bomb's blast range, and he doesn't die. And I don't see how you can avoid those situations.
Another option (rather simpler to implement) would be to remove the bomb from under the sword (treating it similarly to a breakable wall) which would be consistent with anything under Beethro (and sword) being destroyed upon room entrance.
True, and I'd be happy with this behavior if implemented. My main concern would be people writing holds which depend on it as a puzzle solution (i.e. use the sword dirction upon entry to remove a bomb thus breaking a bomb chain that goes off later or something like that). Not sure if that would be fair to players.
Honestly, I think this is a situation where there are no good solutions. And given that, the current solution - while far from perfect and kind of strange-looking, seems the lesser of all evils, if only because it gets bonus points by already being implemented and thus not requiring any of Mike/Adam's time.
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