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Caravel Forum : DROD Boards : Feature Requests : Some monsters and room objects
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Abyssal Squid
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icon Some monsters and room objects (+2)  
One of my favorite game-related activities is coming up with half-baked ideas to improve it, and as of last night, DROD is not an exception.

Monsters

Turtle - an amphibious monster that hides in its shell every so often (let's say 5 or 10 on the spawn counter), making it invulnerable and immobile. Alternately, it could turtle up whenever Beethro's sword nears it, but that would effective require a mimic or some other sworded monster. Maybe it would leave a shell like the rocks of golems, or maybe it's more fragile from the inside, so that Beethro shatters the shell after killing the thing, whichever works better.

Snapper - an aquatic monster that behaves like a roach, but will not willingly enter an edge square, unless Beethro occupies it. This assumes that Beethro can move through water, of course. They would not be counted as monsters for the purpose of green doors, etc.

Unnamed diagonal monster - a monster that prefers to move diagonally, but like a mimic, it will move orthagonally if forced to.

Unnamed directional monster - similar to a guard, but cowardly, and instead of a really big sword, it has a really big shield that protects 3 sides at once.

Centipede - 'nuff said.


Room objects

Grenade - a black potion with a limited range (the same as decoy or invisibility aura), it creates a small explosion of radius 1 around the target, leaving behind smoke that blocks eye vision for 15 turns. Since it is thrown, it can't go over walls, crumbly or not, or doors for that matter, but it can go over monsters, pits, and obstacles.

Doorway - a smaller kind of door, that swings instead of rising and/or falling, and always takes up only one square (like a door in a roguelike game). Beethro and intelligent monsters (goblins, guards, Slayers, Halph) can open the door, and conscientiously close it when leaving the square. Tar and mud babies can ooze under it, but tar and mud mothers are stymied. It would be fragile like a crumbly wall, so Beethro would have to be careful not to destroy it while trying to reach safety.

Prism - a large crystal that refracts light, it would rotate by 45° any Eyesight line that passes through it. Furthermore, it would distract other monsters if you happened to be in their now-distorted line of sight, similar to a decoy.
08-15-2005 at 03:54 PM
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MeckMeck GRE
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Nice ideas, especially the shield dude. Would be a really hard enemy.

Whats a centipede ? Latin word for a Hundred-footler ? What will it act like ?

Another thing : In Drod there is not (yet) any water.

08-15-2005 at 04:50 PM
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Doom
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Abyssal Squid wrote:

Monsters

Snapper - an aquatic monster that behaves like a roach, but will not willingly enter an edge square, unless Beethro occupies it. This assumes that Beethro can move through water, of course. They would not be counted as monsters for the purpose of green doors, etc.
My opinion is, that if it kills you, it should count as a monster. (Don't say anything about mimics or scripted characters ;)) Also, this suggestion doesn't seem different enough from regular roaches.
Unnamed diagonal monster - a monster that prefers to move diagonally, but like a mimic, it will move orthagonally if forced to.
*cough* roaches *cough*
This would only make difference if the monster is directly in front of Beethro. And if it would be directly north from Beethro, would it move south-west or south-east?
Unnamed directional monster - similar to a guard, but cowardly, and instead of a really big sword, it has a really big shield that protects 3 sides at once.
I'd like to know more about the behaviour. How it would move? Would it be deadly?
08-15-2005 at 06:07 PM
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agaricus5
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icon Re: Some monsters and room objects (+2)  
Abyssal Squid wrote:
One of my favorite game-related activities is coming up with half-baked ideas to improve it, and as of last night, DROD is not an exception.
The problem is that the merits of a half-baked idea can often not be very clear in DRODistic discussions. With so many features already present and suggested, you'd need a good justification to include one. Perhaps a three-quarter-baked idea might be a bit better in terms of clarity and ability to be analysed as a potential game element.

Turtle - an amphibious monster that hides in its shell every so often (let's say 5 or 10 on the spawn counter), making it invulnerable and immobile. Alternately, it could turtle up whenever Beethro's sword nears it, but that would effective require a mimic or some other sworded monster. Maybe it would leave a shell like the rocks of golems, or maybe it's more fragile from the inside, so that Beethro shatters the shell after killing the thing, whichever works better.
Is amphibious to be taken literally? In that case, it would mean you require water as an in-game element, which is not confirmed. If not, then it's still an interesting idea, a bit similar to my Mole idea from a long while ago (it burrows underground and pops up every 5 moves for 5 moves, at which point it is vulnerable. The only difference would be that it isn't an obstacle while moving.

Snapper - an aquatic monster that behaves like a roach, but will not willingly enter an edge square, unless Beethro occupies it. This assumes that Beethro can move through water, of course. They would not be counted as monsters for the purpose of green doors, etc.
This again assumes the inclusion of water, but would make an interesting addition as a water element, although maybe just having the ability to swim in water might not distinguish it enough from other monsters with roach-like behaviour. Perhaps it might also be able to jump from one body of water to another (one square apart), and will do so if beelining for you will put it in a square that is only two squares from another water square.

Unnamed diagonal monster - a monster that prefers to move diagonally, but like a mimic, it will move orthagonally if forced to.
This is interesting, for if it is moving directly at you from a horizontal or vertical direction, it will try to move in a zig-zag pattern until it reaches you. The only problem would be how to determine to which row or column it will move to when moving diagonally into a row or column that is not the one you are in. Perhaps it could have a preference for south and east over north and west, for example. It might also be more interesting if it could not move orthogonally, because you could then use the fact that it only travels in diagonals to manipulate and block it from entering certain squares, just like Golems and Wubbas.

Unnamed directional monster - similar to a guard, but cowardly, and instead of a really big sword, it has a really big shield that protects 3 sides at once.
If it gets into a corner, how would you kill it?

Your shield monster is interesting, but perhaps reducing the number of shields to one might be better (you could then tactically manouever around it to kill it). There would be only one problem with it, though - since it won't do much more than run from you, it will only be useful in situations involving manipulation of it, for example out of sealed-off areas, or to block spawning. Maybe it could have a dual function and spawn something, for example (perhaps even a guard, once every 30 moves in the direction the shield faces).

Centipede - 'nuff said.
How would this monster work? What would it do?

Although I guess it's a long monster from the name, it's not apparent what it's supposed to do. Is it, for example, like the centipedes in the game involving shooting their segments and the split parts becoming new centipedes (in this case, stabbing them would produce new heads and tails)?


Grenade - a black potion with a limited range (the same as decoy or invisibility aura), it creates a small explosion of radius 1 around the target, leaving behind smoke that blocks eye vision for 15 turns. Since it is thrown, it can't go over walls, crumbly or not, or doors for that matter, but it can go over monsters, pits, and obstacles.
So, would its primary function be a temporary line of sight blocking device? Perhaps enlarging that function might be an idea - the explosion could be removed, and it could just release smoke to fill a certain area (perhaps the wall blocking effect could be used to stop smoke entering areas, just like how an explosion is stopped), and this smoke could last for 30 moves (or until the next spawn cycle). The smoke would then block the line of sight for any monsters affected by it. So, monsters within it won't be able to see anything, and will stop moving until the smoke clears or Beethro stands next to one, evil eyes won't be able to see through it, and if Beethro steps into it, it would act like a temporary invisibility potion and all monsters will stop moving until Beethro leaves the smoke, or he stands next to one on the edge of a smoke mass.

Doorway - a smaller kind of door, that swings instead of rising and/or falling, and always takes up only one square (like a door in a roguelike game). Beethro and intelligent monsters (goblins, guards, Slayers, Halph) can open the door, and conscientiously close it when leaving the square. Tar and mud babies can ooze under it, but tar and mud mothers are stymied. It would be fragile like a crumbly wall, so Beethro would have to be careful not to destroy it while trying to reach safety.
I don't like this idea much; it's basically like a selective floor square that only lets certain monsters over it. Also, making it fragile would then leave it useless if a Guard or Slayer walks straight through it with the sword directly facing it.

Prism - a large crystal that refracts light, it would rotate by 45° any Eyesight line that passes through it. Furthermore, it would distract other monsters if you happened to be in their now-distorted line of sight, similar to a decoy.
I like this idea, since it basically extends the use of Evil Eye line of sight puzzles, and perhaps prisms or crystals of differing rotational power (so you could have some that rotate light by 90 and 135 degrees too) might be interesting. This was also discussed with the idea of mirrors a long time ago, which would also include reflection as well as refraction/total internal reflection. Having prisms affecting the line of sight of other monsters, though, is probably going to be a bit unintuitive and difficult to predict, especially as you now will need to consider what a monster is looking at.

Edit: Strangely blunt language edited.

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[Last edited by agaricus5 at 08-15-2005 06:42 PM]
08-15-2005 at 06:39 PM
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Abyssal Squid
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MeckMeck GRE wrote:
Whats a centipede ? Latin word for a Hundred-footler ? What will it act like ?
Ever played the game Centipede? Think rattlesnakes with vulnerable sides insteald of tails, that split into smaller ones when cut. Since they'd be long monsters and since long monsters die if they are shorter than 2 squares, the shortest living centipede would be 3 squares long, since cutting out the middle would leave two 1-square segments.

Another thing : In Drod there is not (yet) any water.
There have been requests for it before and even a hint about it ingame (although that might be a red herring, so to speak), so I don't think brainstorming ways for monsters to deal with it is a waste of time.

Doom wrote:
Abyssal Squid wrote:
Snapper - snip
My opinion is, that if it kills you, it should count as a monster. (Don't say anything about mimics or scripted characters ;)) Also, this suggestion doesn't seem different enough from regular roaches.
They would be restricted to water, and as long as you don't get in the water, they can't hurt you, nor can you hurt them. Depending on how water is implemented, they might not always be accessable, and in any case they're only a threat if you decided to take a swim. This all assumes that water is ever implented, of course.

Unnamed diagonal monster - a monster that prefers to move diagonally, but like a mimic, it will move orthagonally if forced to.
*cough* roaches *cough*
This would only make difference if the monster is directly in front of Beethro. And if it would be directly north from Beethro, would it move south-west or south-east?
I concede that this one is definitely not very polished (hence the lack of even a working name), and I just came up with it while brainstorming new types of behavior. However, you're right, this one probably doesn't have much potential, especially now that I realize that brained monsters pretty much already act like this.

Unnamed directional monster - similar to a guard, but cowardly, and instead of a really big sword, it has a really big shield that protects 3 sides at once.
I'd like to know more about the behaviour. How it would move? Would it be deadly?
Again, this is another sketchy idea (again, resulting in the lack of even a working name). Let's say it would have some sort of attraction to monsters of interest (roach queens, tar/mud mothers, brains, maybe Halph) in order to protect them from your or another's sword. Given that its purpose is protection, I'd say that the shield shouldn't be dangerous in itself.

[Last edited by Abyssal Squid at 08-15-2005 06:52 PM]
08-15-2005 at 06:50 PM
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agaricus5
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Abyssal Squid wrote:
MeckMeck GRE wrote:
Whats a centipede ? Latin word for a Hundred-footler ? What will it act like ?
Ever played the game Centipede? Think rattlesnakes with vulnerable sides insteald of tails, that split into smaller ones when cut. Since they'd be long monsters and since long monsters die if they are shorter than 2 squares, the shortest living centipede would be 3 squares long, since cutting out the middle would leave two 1-square segments.
Actually, if you cut a 5-square Centipede in the middle, you'll end up with two 2-square ones.

There have been requests for it before and even a hint about it ingame (although that might be a red herring, so to speak), so I don't think brainstorming ways for monsters to deal with it is a waste of time.
Well, it might or might not be. Just because something was requested and alluded to doesn't mean it will actually appear. Even the Flow was removed from DROD, and it was probably one of the more likely things to make their way into JtRH at the time. Also, electric monsters were suggested and have been mentioned several times, but none have appeared (or are likely to), although saying that, if water becomes a new feature, then there may be a greater use for them as well.

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08-15-2005 at 06:53 PM
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Abyssal Squid
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agaricus5 wrote:
Abyssal Squid wrote:
MeckMeck GRE wrote:
Whats a centipede ? Latin word for a Hundred-footler ? What will it act like ?
Ever played the game Centipede? Think rattlesnakes with vulnerable sides insteald of tails, that split into smaller ones when cut. Since they'd be long monsters and since long monsters die if they are shorter than 2 squares, the shortest living centipede would be 3 squares long, since cutting out the middle would leave two 1-square segments.
Actually, if you cut a 5-square Centipede in the middle, you'll end up with two 2-square ones.
That's a good point, I hadn't thought of that. Since one cut shouldn't be able to destroy 5 squares of monster, how about 2-square centipedes would live, but with a vulnerable tail.

Well, [water] might or might not be. Just because something was requested and alluded to doesn't mean it will actually appear. Even the Flow was removed from DROD, and it was probably one of the more likely things to make their way into JtRH at the time. Also, electric monsters were suggested and have been mentioned several times, but none have appeared (or are likely to), although saying that, if water becomes a new feature, then there may be a greater use for them as well.
If water never exists in DROD, I won't lose any sleep over it, but I figure presenting additional uses for it can't hurt the odds of it being implemented.

I'll get to your other post in a moment.
08-15-2005 at 07:15 PM
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Oh man, it's both fun and frustrating watching you guys speculate on what's in the next version of DROD. :evil:

Game on,

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08-15-2005 at 07:18 PM
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agaricus5
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Abyssal Squid wrote:
That's a good point, I hadn't thought of that. Since one cut shouldn't be able to destroy 5 squares of monster, how about 2-square centipedes would live, but with a vulnerable tail.
Actually, as a tactical thing, having invulnerable 2-square centipedes (except to bombs or other generic destruction objects) would be interesting, since you'd need to kill them carefully, or you'd be left with indestructible fragments.

Oneiromancer wrote:
Oh man, it's both fun and frustrating watching you guys speculate on what's in the next version of DROD. :evil:
Yeah - it's just like back in the days of 2.0 development, except slightly different, since we've actually got a finished product now and loads of Feature Requests already.

Ah, but having eavesdropped on certain conversations down here in the basement, I can definitely confirm that...

Click here to view the secret text


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08-15-2005 at 07:33 PM
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Oneiromancer
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agaricus5 wrote:
Oneiromancer wrote:
Oh man, it's both fun and frustrating watching you guys speculate on what's in the next version of DROD. :evil:
Yeah - it's just like back in the days of 2.0 development, except slightly different, since we've actually got a finished product now and loads of Feature Requests already.
Oh? AE wasn't a finished product? And it seems to me that there have been fewer feature requests since JtRH came out than in a similar time period after AE came out. I think it's because JtRH actually had new objects, as opposed to the editor in AE.

I can't wait until we have an "Ask Things about TCB" thread, with the preview page that comes with it!

Game on,

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08-15-2005 at 07:50 PM
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agaricus5
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Oneiromancer wrote:
Oh? AE wasn't a finished product?
Oops. I meant finished new product (i.e. a completely new version of DROD).

And it seems to me that there have been fewer feature requests since JtRH came out than in a similar time period after AE came out. I think it's because JtRH actually had new objects, as opposed to the editor in AE.
That's what I meant also - with the large number of requests already, and new objects in JtRH, it's not so easy to think up new ideas that haven't already been suggested. I guess though, that speculation will return to high levels, even if requests don't.

I can't wait until we have an "Ask Things about TCB" thread, with the preview page that comes with it!

Game on,
But before that, we'll need a "Watch the Bar II" thread (with the bar reinstated, of course).

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08-15-2005 at 08:05 PM
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You know, when they do the bar, it should start out red till about 33%, yellow to 66%, and then green to done.

Come on. It'd be /fancy/.
08-15-2005 at 09:27 PM
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agaricus5 wrote:
Abyssal Squid wrote:
Turtle - snip
Is amphibious to be taken literally? In that case, it would mean you require water as an in-game element, which is not confirmed. If not, then it's still an interesting idea, a bit similar to my Mole idea from a long while ago (it burrows underground and pops up every 5 moves for 5 moves, at which point it is vulnerable. The only difference would be that it isn't an obstacle while moving.
Being amphibious doesn't stop you from moving on dry land if there isn't any water, so in this case, it's academic whether or not water ever exists.

Snapper - snip
This again assumes the inclusion of water, but would make an interesting addition as a water element, although maybe just having the ability to swim in water might not distinguish it enough from other monsters with roach-like behaviour. Perhaps it might also be able to jump from one body of water to another (one square apart), and will do so if beelining for you will put it in a square that is only two squares from another water square.
I agree that making monsters that behave exactly like roaches in different media gets old pretty quickly, so I have no complaint there. Just to make sure we're on the same page, though, I take it that this is what you're proposing (B=Beethro in water, ~=water, .=dry floor, F=snapper)
~~.~~ ~~.~~ ~~.~~ ~~.~~
B~.~F B~.F~ B~F~~ BF.~~
~~.~~ ~~.~~ ~~.~~ ~~.~~

Or, you might want to make it jump faster, so that frame 3 is skipped. On the other hand, you might want to make them vulnerable to impaling themselves on Beethro's sword and/or getting stranded on dry land, dying quickly.

Unnamed diagonal monster - snip
The only problem would be how to determine to which row or column it will move to when moving diagonally into a row or column that is not the one you are in. Perhaps it could have a preference for south and east over north and west, for example. It might also be more interesting if it could not move orthogonally, because you could then use the fact that it only travels in diagonals to manipulate and block it from entering certain squares, just like Golems and Wubbas.
If it can't move orthagonally (which, now that you mention the potential), should it move away from you in order to get closer? That is, if it gets stuck on a wall to its south, and you're to its southwest, should it move northwest, or should it just get stuck like a wubba or golem? Also, the ban on moving orthagonally should be lifted when adjacent to Beethro, for obvious reasons.

Unnamed directional monster - snip
If it gets into a corner, how would you kill it?

Your shield monster is interesting, but perhaps reducing the number of shields to one might be better (you could then tactically manouever around it to kill it). There would be only one problem with it, though - since it won't do much more than run from you, it will only be useful in situations involving manipulation of it, for example out of sealed-off areas, or to block spawning. Maybe it could have a dual function and spawn something, for example (perhaps even a guard, once every 30 moves in the direction the shield faces).
Having given it a bit more thought, it would move like a mix of a guard and anti-goblin, actively trying to get in front of your sword, and especially between your sword and the monsters of interest I mentioned earlier. Given the difficulty in killing one of these things, it would probably be best to treat it like a Slayer or a wubba for the purposes of room clearing. I'd considered having it protected on only one side, but for a purely defensive monster, I figured that made it a bit too vulnerable.


Grenade - snip
So, would its primary function be a temporary line of sight blocking device? Perhaps enlarging that function might be an idea - the explosion could be removed, and it could just release smoke to fill a certain area (perhaps the wall blocking effect could be used to stop smoke entering areas, just like how an explosion is stopped), and this smoke could last for 30 moves (or until the next spawn cycle). The smoke would then block the line of sight for any monsters affected by it. So, monsters within it won't be able to see anything, and will stop moving until the smoke clears or Beethro stands next to one, evil eyes won't be able to see through it, and if Beethro steps into it, it would act like a temporary invisibility potion and all monsters will stop moving until Beethro leaves the smoke, or he stands next to one on the edge of a smoke mass.
I'd figured that the smoke would be a secondary use for it, although now that I think of it, it would be hard (but not impossible) to disguise the intended target if all it does is blow stuff up. On the other hand, something's intended use can be obvious while still playing an important role in the puzzle, maybe blowing up tiny centipedes in this case. Broadening the utility of smoke couldn't hurt, though.

Doorway - snip
I don't like this idea much; it's basically like a selective floor square that only lets certain monsters over it. Also, making it fragile would then leave it useless if a Guard or Slayer walks straight through it with the sword directly facing it.
That's the intention of making them fragile, although it would be difficult with guards. I just don't think that yellow doors make much sense in a domestic setting, and I tried to figure out a way to map real-world doors to DROD.

Prism - snip
Having prisms affecting the line of sight of other monsters, though, is probably going to be a bit unintuitive and difficult to predict, especially as you now will need to consider what a monster is looking at.
Here's how I'm seeing it in my mind: Roach sees Beethro in two places, one far away, and the other closer and in glass. The roach will investigate the closer of the two Beethros. Try this diagram if you're still confused:
\\..|R./ roach heads for Beethro
.\\.|./.
..\\|/..
---*---
../|\\..
./.|.\\.
/..|..B

\\..R../ roach heads for prism
.\\.|./.
..\\|/..
---*---
../|\\..
./.|.\\.
/..|..B

R..|../ roach heads for Beethro
.\\.|./.
..\\|/..
---*---
../|\\..
./.|.\\.
/..|..B

If you're still confused, that aspect is probably too complicated, and we can ignore it from now on. I'm not sure how clockwise prisms would be differentiated from counterclockwise prisms, though, let alone the degree of refraction.

Actually, as a tactical thing, having invulnerable 2-square centipedes (except to bombs or other generic destruction objects) would be interesting, since you'd need to kill them carefully, or you'd be left with indestructible fragments.
Even so, it would make 4-long centipedes effectively indestructable unless you had a mimic or some other "friend" help you. I guess that would be easy enough to bypass by having architects not make 4-long centipedes, though, just as they don't place rattlesnakes with head and tail both locked in walls.
08-16-2005 at 12:27 AM
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Rabscuttle
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If 2-centipedes are indestructible, then all even length centipedes cannot be completely destroyed, as cutting an even length 'pede results in a smaller even-pede (and an odd-pede)

I do like the idea though. What about including a centipede mother, that grows the centipedes (by moving the head without moving the tail) every spawn cycle?

---

As for the bar mk 2, I say it should be a fuse & bomb.
08-16-2005 at 02:20 AM
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Invulnerable 2-length centipedes are (I think) pretty severe. Every time you cut a long-ish centipede in the middle, you'd have 50/50 chance of making the room insoluble unless you count segments each time. That's a lot of counting and easy to make a dumb mistake. I'd be more comfortable with saying that only every other segment is vulnerable, with vulnerable segments visually distinctive. (And I'd say that stabbing a 4-long centipede kills it.)

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08-16-2005 at 02:52 AM
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Yeah. Let centipedes grow back one segment every spawn cycle, and poof. No more problems.
08-16-2005 at 08:46 AM
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or, If you wanted to stay true to centipede, you could let centipedes be cut on there heads(or tails or both), Though now that I think about it, them just growing every spawn cycle may be better.

I like the idea of prisms, but maybe only 2 ways (instead of 8).
08-17-2005 at 04:33 AM
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Mattcrampy
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There's a long-standing request for mirrors, which would basically be used for all your block-pushing, light-reflecting sort of puzzles along with interfering with eyesight.

But I like the idea that it interferes with all monsters.

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08-17-2005 at 09:17 AM
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zex20913
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Would it effect Beethro's sight as well? It would be logical, but I think it would also be far too complex to play.

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08-17-2005 at 05:54 PM
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Oneiromancer
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I think that if Beethro can see over walls, there isn't much that can limit his eyesight in a line-of-sight manner. But some kind of smoke bomb that covers an area is a different idea.

Game on,

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08-17-2005 at 05:58 PM
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Abyssal Squid
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Banjooie wrote:
Yeah. Let centipedes grow back one segment every spawn cycle, and poof. No more problems.
Not quite true, since a trapped centipede can't grow. However, I see puzzle potential from this, similar to using serpents/rattlesnakes as walls and having to keep them from crashing into an alcove, as seen in Claythro Tower, once north.
08-17-2005 at 06:25 PM
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AlefBet
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The centipede idea interests me, but I would prefer if a different movement mechanic could be used besides standard serpent movement. I find manipulating serpents to be very un-puzzle-ey and almost random, so I'd be excited to see a more predictable movement pattern in a long monster.

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08-17-2005 at 06:48 PM
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gamer_extreme_101
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Actually, the next bar sould be a yellow door opening rather than closing.

IN fact, why not just throw it up again and put "Anyone's Guess" as the percent. It looks to...empty up there still.

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08-17-2005 at 08:52 PM
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agaricus5
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AlefBet wrote:
The centipede idea interests me, but I would prefer if a different movement mechanic could be used besides standard serpent movement. I find manipulating serpents to be very un-puzzle-ey and almost random, so I'd be excited to see a more predictable movement pattern in a long monster.
Hmm...

What about a variation on the existing serpent behaviour? Basically, rather than having a preference for horizontal or vertical movement every 5 moves, the Centipede must move alternately horizontally for one move and then vertically for another, repeating this cycle every 2 moves, unless it has no choice but to change course due to obstacles. It will try to make the x and y distances to Beethro as small as possible, but if heading towards Beethro in an orthogonal direction, and has to travel at 90 degrees from the relative direction of Beethro, it will have to choose a preferred direction, let's say south or east over north and west. Although the Centipede will therefore have the disadvantage of not being able to travel straight for Beethro in a vertical or horizontal line, it will be able to coil up into large masses, which will help it to protect its vulnerable sides and present obstacles to Beethro later on if the Centipede is long (and if it also grows every 30 moves).

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08-17-2005 at 10:18 PM
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Abyssal Squid
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I really like how that manages to make them separate from existing monsters while at the same time mimicing the actual behavior of centipedes. How would brains affect them, though? The most important effect of brains on serpents seems to be to make them alternate as you described (and to keep them out of alcoves, of course). There's also the problem of them moving towards Beethro at half the speed serpents; maybe brains could straighten them out, too.
08-17-2005 at 10:57 PM
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agaricus5
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Abyssal Squid wrote:
I really like how that manages to make them separate from existing monsters while at the same time mimicing the actual behavior of centipedes. How would brains affect them, though? The most important effect of brains on serpents seems to be to make them alternate as you described (and to keep them out of alcoves, of course).
Hmm...

That gives me an idea about brained behaviour.

Brained Centipedes will try to make up for the lack of their speed with the ability to try to circle Beethro and trap him. They will attempt to get themselves onto a diagonal with Beethro, while still trying to minimise the x and y distances from him and keeping to their alternating movement behaviour where possible (I guess it would be a case of minimising the largest of the two values and making the other as close to the largest as possible). This way, Beethro will need to keep ahead of the Centipede, or it will hem him into a small area of the room with its body (cutting it will generate more heads if done carelessly, so care will need to be taken) and so leave him unable to escape.

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08-17-2005 at 11:10 PM
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wmarkham
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Abyssal Squid wrote:
How would brains affect them, though? The most important effect of brains on serpents seems to be to make them alternate as you described (and to keep them out of alcoves, of course).
Brained serpents will travel around obstacles to reach Beethro, following the shortest path. They only alternate between horizontal and vertical moves if the direction of the shortest path is diagonal from their position. I think that is different from the centipede movement behavior being described here.

Weston
08-18-2005 at 02:32 PM
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