DRL > Requests For Features

Get a room... and lock it. Oh wait, the ceiling...

<< < (3/3)

UnderAPaleGreySky:

--- Quote from: thelaptop on December 06, 2009, 19:06 ---Most "dumb" consoles give at least 8 background colours to use, which might be exploitable some how to highlight certain features?

--- End quote ---
Ah, I remember something like this from playing UnNetHack..

Cyber Killer:
I'm against the crushing ceilings on the same base as Kornel said - it would be hard to determine where the ceiling is @ the moment. But crushing walls... now that's another story...

take a look at this example room:


--- Code: ---#####
#...#
#.../
/...#
#####
--- End code ---

now, let's add a crushing wall moving at 1 tile per turn:


--- Code: ---#####
#...#
#.../
/...#
#####

#####
#####
#.../
/...#
#####

#####
#####
####/
/...#
#####

#####
#####
####/
/####
#####

#####
#####
####/
/...#
#####

#####
#####
#.../
/...#
#####

#####
#...#
#.../
/...#
#####
--- End code ---

easy to see, a clear idea on how to avoid it (if the wall moves on the tile where anything is standing it should be pushed aside in the direction where the wall is moving)


--- Code: ---#####
#####
#.?@/
/...#
#####

#####
#####
####/
/.@.#
#####
--- End code ---

and as deadly as the falling celling if not more (you can't back up to the door that is covered by the wall.

What do you think?

Well maybe the concept of a filled moving wall is somewhat abstract, especially where there would be no place to keep the moving block when it's open, but a single line of wall would be not so clear to comprehend.

Kornel Kisielewicz:
A lot better, but I'd leave such features for DoomRL 2, especially that this would need some reworking in level store structure.

Navigation

[0] Message Index

[*] Previous page

Go to full version