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Author Topic: Help needed - Levers  (Read 10848 times)

Kornel Kisielewicz

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Help needed - Levers
« on: December 11, 2005, 14:09 »

Okay, we all know that levers suck :-P (except the summon lever, which I consider a bug that will be fixed in the next release). So I need ideas for POSITIVE lever effects. Try not to make them trivial (like +1MAXHP), but something that would fit in-game.

Help me save thy levers! :-P
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Kornel Kisielewicz

jake250

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Help needed - Levers
« Reply #1 on: December 11, 2005, 17:18 »

One of the marine (in fact, one of your old character who died before :P) come back to life for X turn or got X health and attack your foes.

Spawn some more barrels around the level.

Well, I don't realy have any ideas :P
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Kornel Kisielewicz

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Help needed - Levers
« Reply #2 on: December 11, 2005, 17:38 »

Quoting: jake250
One of the marine (in fact, one of your old character who died before :P) come back to life for X turn or got X health and attack your foes.

Duh, I like the idea, but it will be hard to implement code-wise :/. But I'll have it in mind.

Quoting: jake250
Spawn some more barrels around the level.

I said POSITIVE ^_^
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Kornel Kisielewicz

pcentella

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Help needed - Levers
« Reply #3 on: December 11, 2005, 19:42 »

A possible way to fix monster-spawning levers would be only make them work once (and maybe make them spawn 2 enemies, so they're a bit more scary :-) ).

Following this idea, positive levers could spawn (only once) an item (or two) near you. You could have several types of these levers: one that spawns ammo, one that spawns medkits... maybe have one (not too common) that spawns a special weapon? (I mean advanced/fastload/whatever)
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Kornel Kisielewicz

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Help needed - Levers
« Reply #4 on: December 11, 2005, 21:21 »

Quoting: pcentella
A possible way to fix monster-spawning levers would be only make them work once (and maybe make them spawn 2 enemies, so they're a bit more scary :-) ).

Nah, I found a better solution - each next summoning summons a monster of a higher level. Once you'll start summoning 4-5 arachnotrons at a time I think there will be no one left that would be able to kill that without health/ammo loss ^_^.
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Kornel Kisielewicz

Kornel Kisielewicz

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Help needed - Levers
« Reply #5 on: December 11, 2005, 21:22 »

Quoting: pcentella
Following this idea, positive levers could spawn (only once) an item (or two) near you.

This is a fix, but the downside is that it's completely metagame, and I don't know how it would apply to reality :-/
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Kornel Kisielewicz

Gutter

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Help needed - Levers
« Reply #6 on: December 11, 2005, 23:40 »

Lever shouldn't be "&" in the middle of the floors. They should be a special wall type, or a "&" embended in the walls, and acting as a wall unless the player stands beside it and activate it (like a door).

Its Doom we are talking about after all...

But... If you ever get around implementing indestructible walls, levers could be made to open some sort of "vaults" or caches of ammo... or liberate the ennemies in them.
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Gutter

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Help needed - Levers
« Reply #7 on: December 11, 2005, 23:47 »

Oh and I just though about something ;) No one will like that suggestion but anyway... I say scrap the stairs and replace them by wall switches. Just like in Doom.

I would be more true to the original, and answer the stairs thread a little farther down ;)
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Kornel Kisielewicz

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Help needed - Levers
« Reply #8 on: December 12, 2005, 00:09 »

Quoting: Gutter
Lever shouldn't be "&" in the middle of the floors. They should be a special wall type, or a "&" embended in the walls, and acting as a wall unless the player stands beside it and activate it (like a door).
Its Doom we are talking about after all...

Yup, but the problem is that contrary to Doom, DoomRL's walls are twosided, so the game has no way to decide from which side the lever can be pulled ^_^.

Quoting: Gutter
But... If you ever get around implementing indestructible walls, levers could be made to open some sort of "vaults" or caches of ammo... or liberate the ennemies in them.

This one's good... I'll think about it.
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Kornel Kisielewicz

Kornel Kisielewicz

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Help needed - Levers
« Reply #9 on: December 12, 2005, 00:11 »

Quoting: Gutter
Oh and I just though about something ;) No one will like that suggestion but anyway... I say scrap the stairs and replace them by wall switches. Just like in Doom.

This poses the same problem as the lever - sidedness. And I for one think that buttons on both sides of the wall would look stupid. Stairs are a heritage of Rogue that I like ^_^. Although in the hell levels (15+) they could be substituted with a red teleporter...
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Kornel Kisielewicz

Thomas

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Help needed - Levers
« Reply #10 on: December 15, 2005, 07:49 »

I've got a few:

Random item spawning
Insta-beserk
Insta-invincible
Weapon gains +8 damage (short time)
Weapon gains +20% tohit (short time)
Weapon gains +3 damage (forever)
Weapon gains +10% tohit (forever)
Insta-levelup
More luck (ie. more special weapons, more ammo dropped, less arachnotrons)
Invisibility
All enemies die

etc.
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Aerton

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Help needed - Levers
« Reply #11 on: December 15, 2005, 13:03 »

Quoting: Kornel Kisielewicz

Quoting: jake250
Spawn some more barrels around the level.

I said POSITIVE ^_^


It isn't?
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EvilP

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Help needed - Levers
« Reply #12 on: December 15, 2005, 14:23 »

How about having some of the special levels (arenas etc.) requiring you to pull a lever for it to be revealed?
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Kornel Kisielewicz

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Help needed - Levers
« Reply #13 on: December 15, 2005, 16:56 »

Quoting: EvilP
How about having some of the special levels (arenas etc.) requiring you to pull a lever for it to be revealed?

This isn't a bad idea. I also thought about closed "vaults" with indestructible walls that open when one pulls a lever.
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JimmyJ

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Help needed - Levers
« Reply #14 on: December 17, 2005, 00:57 »

Nice, and you don't get the reward without taking risk :)
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Aerton

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Help needed - Levers
« Reply #15 on: December 17, 2005, 06:28 »

Quoting: Kornel Kisielewicz
This isn't a bad idea. I also thought about closed "vaults" with indestructible walls that open when one pulls a lever.


I might be wrong, but idea of indestructable walls doesn't look consistent with the rest of the game in my eyes. I like very much in the current game that everything can be destroyed, that you can make new passages using orckets and well-placed barrels. Perhaps, these walls shall be destructable, but more durable than normal walls like in one of the previous versions, where is tooks a lot of explositions to break. So you can either spend a lot of ammo on breaking vault's wall or find a lever to open it.
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jake250

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Help needed - Levers
« Reply #16 on: December 17, 2005, 15:58 »

Quoting: Aerton
So you can either spend a lot of ammo on breaking vault's wall or find a lever to open it.

Also, once the wall get blowned up the rocket will destroy a lot of stuff inside the vault. :P
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JimmyJ

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Help needed - Levers
« Reply #17 on: December 17, 2005, 23:16 »

The extra durable walls sounded pretty good to me..
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maus

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Help needed - Levers
« Reply #18 on: January 19, 2006, 20:29 »

I think lever by no means shold cause certain death. Flooding level with acid is too cruel... Roguelike should be like russian roulette.

Now about positive effects :)
small medicit
large medicit
mega-health
show all monsters on level
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exkaz

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Help needed - Levers
« Reply #19 on: January 28, 2006, 22:44 »

switches
--have a switch that upgrades your current weapon to a superior form pistol->extended pistol
--have a switch that upgrades your armor one category green->blue
--repairs your armor
--repairs you
--removes all acid in level
--Activates defense systems (fills room with acid, but gives you rad suit)
--makes a giant pentagram of fire on the floor
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Kornel Kisielewicz

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Help needed - Levers
« Reply #20 on: January 28, 2006, 23:13 »

Well none of these ideas go well with the idea of pulling a lever or pressing a switch -- how do you imagine the reasoning behind upgrading your weapon after pressing a switch O.o
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Kornel Kisielewicz

Anticheese

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« Reply #21 on: January 29, 2006, 03:58 »

Hmm..

A. Puff of Ninja Smoke, Robo arm steals your weapon, checks how much ammo there is in there, grabs a better version and fires untill there is just the right ammmount in there.

B. Robotic techies come up with a soldering iron, Take your weapon and tinker with it before giving it back

C. Satanic blessing on the weapon

D. Divine blessing on the weapon

E. DIY Upgrade kit

F. You pull the lever, A platform rises out of the floor carrying a superior weapon with it, You throw the old one away and it hits a duck on the head. The duck died.

I would list more but soon we will run out of entire alphabets.
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KhandyKane

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« Reply #22 on: January 29, 2006, 09:10 »

Yeah, you could look at it as just activating some aspect of the base's defense mechanisms or some machine. Its a high tech base, you're just a marine, so how are you going to know the difference between one that activate's one of Q-branch's upgrade robots, vs one that activates a faulty gas main (or whatever causes the damn floor to light on fire)
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