StuartK
Level: Smitemaster
Rank Points: 564
Registered: 06-10-2003
IP: Logged
|
Re: Feature request / Bug: Non-linear holds (0)
Related suggestions.
1) Make stairs to a level somehow reflect whether that level has been completed or not. Maybe not disable going to the level, just change the stair colour or something.
2) Make certain stairs accessible, conditional on other levels having been completed first. I'm guessing this would be some kind of gate, with toggles for each level in a hold.
and/or
3) Global switches, which affect gates elsewhere in a level, or across the entire hold. These would be 'open' only, so no complex gate puzzles across multiple rooms (though the potential would be there for secret levels etc, but then IMO access to new/secret areas as a reward for completing particularly difficult rooms is a good thing)
Restoring to the best time/place could be problematic, when an entire hold could be completed in any order, and a restore point has to include not only data for the current level, but other levels. Would the restore point include data regarding half completed levels elsewhere in the hold?
I'd certainly like to see something like the above, if the complications could be resolved.
As a side note, I have created a gate room, to achieve something like the above, though there would be no level memory. In one room, it provides access to a maximum of 22 different levels, by a set of 7 numbers which are used to toggle a specific set of switches from 154 to open 7 gates to a specific stair. When configuring the switches, the designer would select the correct gate, and a random number of other gates to open/close/toggle (I suggest up to 10 for each switch, with a predisposition to closing gates) With luck, should be fairly proof to a player skipping ahead to a level they're not supposed to be at, and would allow for things like secret levels etc. It would be better for such a gate to be on a level of its own, which can be returned to, but need not be completed. I haven't tested it yet, this is all just half assed theory. Something like this would be useful for testing large dungeons, or skipping earlier levels, as successive releases of dungeons in progress reach us.
[Edited by StuartK on 07-14-2003 at 01:12 AM]
|