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Author Topic: Caged demons  (Read 10607 times)

57E

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Caged demons
« on: April 27, 2012, 04:40 »

How about adding cages to the game, like some of the Final Doom maps had?

Possible ideas would be:
- Enemies could still attack you if you are in their range. Demons for example would be able to maul you if moved near of their cages.
- Risk that when caged monster is attacked the attack would break the cage and free the monster.
- Similary change that the monster would manage to break itself free by hiting it's cage hard enough.
- Have cages contain items instead of monsters (in the mock up the cage on the left contains green armor).
- Risk that using a lever would open all cages in a map.
- Risk that using a lever would drop a cage on the marine and you would have to break it to escape.
- Have them pushable (if they're empty) and have them block movement, but not the projectiles so they could be used to block corridors.


« Last Edit: April 27, 2012, 05:52 by 57E »
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LuckyDee

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Re: Caged demons
« Reply #1 on: April 27, 2012, 05:09 »

Wow, looks nice. Fun idea, too.

I think this, combined with some of the stuff from other threads makes for some nice additions for the next versions. I think the game could really benefit from this.
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Kornel Kisielewicz

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Re: Caged demons
« Reply #2 on: April 27, 2012, 06:08 »

Any idea how to present that in ASCII?
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Re: Caged demons
« Reply #3 on: April 27, 2012, 06:20 »

Not the slightest, but I'll be happy to offer constructive criticism once you find the solution :)
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Klear

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Re: Caged demons
« Reply #4 on: April 27, 2012, 06:21 »

Any idea how to present that in ASCII?

Like this:

####
#]O #
· · · #
· ·    #

Edit: Or maybe without the underline:

####
#]O #
· · · #
· ·    #

Yeah, that looks better.
« Last Edit: April 27, 2012, 06:32 by Klear »
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Re: Caged demons
« Reply #5 on: April 27, 2012, 06:21 »

it's too easy to criticize yet too hard to actually solve something.
W - a cage
U - a broken cage
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Klear

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Re: Caged demons
« Reply #6 on: April 27, 2012, 06:25 »

it's too easy to criticize yet too hard to actually solve something.
W - a cage
U - a broken cage

You need to see the enemies inside the cage.

Would the method I posted above (underlined and/or crossed out letter) be possible, and if so, would the lines have the same or different colour than the monster, and if different, it may be better to make them brown or something and use # for closed empty cages.
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Kornel Kisielewicz

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Re: Caged demons
« Reply #7 on: April 27, 2012, 06:31 »

Klear, that's impossible with a standard windows console. ih9regin - this way doesn't show what is inside :/.

The only reasonable way I see is using background colors, but I'm afraid that once I add *any* background color, the people will go wild with BG-related requests (and for the GFX integrity of DRL I don't want that).
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Re: Caged demons
« Reply #8 on: April 27, 2012, 06:37 »

Klear, that's impossible with a standard windows console.

Damn, I was so pleased with myself after suggesting that =)
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Re: Caged demons
« Reply #9 on: April 27, 2012, 06:51 »

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

No idea which characters to use for Viles and Mancubi, though it would be possible to chain Ęs and Çs this way.
« Last Edit: April 27, 2012, 07:14 by Klear »
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Kornel Kisielewicz

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Re: Caged demons
« Reply #10 on: April 27, 2012, 06:57 »

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.
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Klear

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Re: Caged demons
« Reply #11 on: April 27, 2012, 07:10 »

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
« Last Edit: April 27, 2012, 07:14 by Klear »
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57E

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Re: Caged demons
« Reply #12 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?
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Creepy

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Re: Caged demons
« Reply #13 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.
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Klear

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Re: Caged demons
« Reply #14 on: April 27, 2012, 08:03 »

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?

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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