DRL > Requests For Features

Switches should affect the level layout

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Infinitum:
1) Cross river

2) raise bridge

3) Wait for enemies attempting to follow

4) flip switch

5) profit.

Also, I don't see how ready-made map sections containing alcoves for enemies or loot to be released once certain criteria are met (player walking nearby, switches placed in front of or scattered around the level etc) isn't doable. The map generator already has a number of set pieces it chooses from - adding a few more with some scripted behaviour surely cannot be -that- hard, especially considering vaults in this and other roguelikes often sport similar mechanisms?

SageAcrin:

--- Quote ---because of random layout you can appear at one side of lava river and switch for bridge on another. Is this help you a lot?
--- End quote ---

That's true enough, but because of random layouts, bridges can also get blown up.

It's not necessarily harmful or anything.

And yeah, toggling bridges off would be impractical to allow. Too abusable considering how boring it is. (Even moreso on N!-kill dudes on bridge, raise bridge, lower bridge. Corpse disposal made easy.)

Nick:
Actually, switches and RNG mix well. But it's a really big work. It will be the most complicated level generation algorithm in whole DoomRL. It's not just "take levels as they are now and add switches".

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