DRL > Requests For Features

Caged demons

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Kornel Kisielewicz:

--- Quote from: Klear on April 27, 2012, 06:51 ---Edit: If we said the enemies are chained in place instead of held in a cage, these could work:
ç or ¢
Ø
į
ħ
ş
Ą
Ŗ
And maybe ß

It needs to be a general solution, not one tailored to the existing letters. Also, your solution would work only on a specific codepage -- I for example do not have these characters on non-unicode (and I remind that windows console is not unicode).
No idea which characters to use for Viles and Mancubi, though it would be possible to chain Ęs and Çs this way.

--- End quote ---

Klear:
In that case I'm out of ideas.

However, if you figure it out somehow:

Net Lanucher

Damage: 0d0
Magazine: 1
Ammo: no idea, maybe make it consume broken cages the way acid-spitter can consume acid.
Special: Enemies hit by the Net Launcher are immediately caged.
Source: Predator 2

57E:
I don't have any better ideas (that havent been said) than:
Have one character for empty cage, second char for broken/open cage & and third one for closed cage just color it diffrently depending on whats/whos inside.
You could still use the look mode to find the contents out for sure? Like the way Nethack handles those endless possiblities of things you can see while hallucinating?

Creepy:
This would require more space, but having a "cage" wall type that stops movement but not attacks would be a simpler solution. So if you want a caged Caco spewing lightning everywhere, you have this:
===
=C=
===

And in order to stop this from preventing melee attacks, the cages could be damaged by melee attacks. A guy with a chainsaw could go through it if he had a hard-on for killing anyone using cages as a nest.

But I think I remember hearing something about walls prohibiting movement but not FOV or projectiles being some kind of problem in this version, so maybe not.

Klear:

--- Quote from: 57E on April 27, 2012, 07:45 ---I don't have any better ideas (that havent been said) than:
Have one character for empty cage, second char for broken/open cage & and third one for closed cage just color it diffrently depending on whats/whos inside.
You could still use the look mode to find the contents out for sure? Like the way Nethack handles those endless possiblities of things you can see while hallucinating?

--- End quote ---

That would make some caged enemies undistinguishable from each other (notably demons/barons, former humans/revenants) without (l)ooking at each cage, which would in turn make the console version more annoying than the graphical one.

I had another idea, but I didn't even want to post it since I'm sure it's either impossible or at least undesirable - have the tile switch between the closed cage and the enemy/item inside.

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