DRL > Requests For Features

Caged demons

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Creepy:
An animated tile probably depends on if the screen flips while waiting for input, from what little I know about such things

Ander Hammer:
-1

Too easy to designate a hauler to drag a caged Baron to a magma river for dumping.

57E:
Final try:

Restrict the possiblity of caged monster types.
Logical excuse would be that things like Cyber demon, Mancubus and Revenant would break the cage easily anyway.

(I have no idea what characters would be fitting or are avaible so they are just for example)

=  Empty cage OR caged Spectre
_  Broken OR open cage
i   Item in closed cage
1  Caged Imp OR caged player
2  Caged Demon
3  Caged Cacodemon

And perhaps few other monsters as well, but not the entire enemy list.

skarczew:
1. Keep everything as it is now, but use different background (color) for cages. For example, B in a cage should have white, gray (or other background).
 Empty cages (or with invisible monsters - spectres?) could be represented as an empty tile with changed background color. Damaged cages could change into some other ASCII ( '_', '=', ' ' ), or change the color (if cage alone is white, then damaged one could be grayish, etc).

2. Filled cages would get the color of an enemy / item (background will change), while the content itself will default to black. In other words: O in a cage would be black 'O' on a red background.

3. Redefine chars / ship DoomRL with its own font :P .

4. I was thinking about blinking, but I am not sure if it works in Win console. And it looks just bad.

tehtmi:

--- Quote from: Creepy on April 27, 2012, 07:59 ---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.

--- End quote ---

I think something like this could lend itself to the most interesting level designs, and seems to match what we commonly see in the classic Doom episodes... windows or walls that we can shoot through but not move through.  (The wouldn't necessarily have to go all the way around. Walls could block one side, or multiple "cages" could be connected.)

The only change that would be needed in the engine is separating line-of-fire from whether a cell blocks movement.  I'm pretty sure the AI would handle all this just fine.

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