Been digging through here and Sourceforge, and here's my comments on a few features I liked:
Monster: Dummy - Good concept. I can think of a number of puzzle situations using these, however, would dummies be like tar, and not count against completing a room? Could also call them golems. Could also have an event trigger that turns them on and off (hit orb turns on golem or turns off golem or toggles golem state)
New Tile: Pressure Plate - an idea I had thought about while designing Clancy's Basement. Lots of neat things you can do with pressure plates. Just have to make sure that all monsters are coded to be allowed to move over them.
New "
monster"
: Boulder - Pretty good idea, but I simplified the rules a bit (to avoid having to make new tiles). Just follow Dungeon Keeper's Boulder Movement rules:
1) Boulder, when placed has a set movement direction bit (0-7, represents the angle it will begin movement in). When triggered, it moves at 2 spaces per turn along that line until it reaches a wall, ignoring crumbling walls (crashes right through them), but affected by force arrows. When it hits a wall or force arrow, it will perform one of the following actions:
a) If the boulder strikes a wall and there is another wall (but only one) immediately adjacent to the boulder, it turns away from the adjacent wall, and continues moving.
b) If the boulder strikes a wall and there are walls adjacent on both sides (a cul-de-sac), the boulder stops.
c) If the boulder strikes a wall and there are no walls adjacent, it will choose which direction based on internal code (perhaps as simple as "
right if spawn counter is even, left if spawn counter is odd"
)
d) Force arrows will act as walls if the boulder strikes against the flow, but will change the direction accordingly if the boulder "
goes with the flow"
. So if a boulder hits an arrow at 45 degrees different, that boulder will turn and start following the diagonal.
Just a few thoughts based on other people's thoughts