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"Mark Wedel" on wrote...
| > - There should be an easy way for the player to know if a map is going to
| > be too hard or to easy, and this should not be done by typing 'maps. ;)
| > I think it would be nice to add a new archetype similar to the existing
| > signs, but which displays the map level, extracted automatically from
| > the map info. It would then be easy to add this standard sign to the
| > existing with little effort. I will try to have a look at that during
| > this week if Mark is not already working on it...
|
| Are you just doing to use the difficulty method, or something else?
| Difficulty is a rough estimate at best.
|
| I noticed there already is a mapinfo command that displays some basic
| information about the map. Adding a difficulty line to that should
| be trivial. (mapinfo is only the local map, compares to maps which
| displays all the maps.)
|
Maybe map difficulty (and name) should always be printing in the info
window, whenever you enter a new map. The map command looks like it is
more for debugging purposes than anything else.
| > - The temptation for a map designer to link everyhing to Scorn would
| > disappear if there was more than one starting city or if the "word of
| > recall" could bring the player back to a different place. I think that
| > it will take a while before we have several nice, balanced starting
| > cities for the different races, but maybe we could already have
| > different destinations for the "word of recall" depending on which cult
| > the player chooses.
|
| Both of these are on the TODO list. For word of recall, I don't
| know if you want to allow players to specify any location (once again
| could have problems with some treasure chambers). In theory, if we
| get temples for each of the gods and have them in each of the major
| cities, allowing players to set that map as a return location would
| make sense.
|
| new starting maps have the problem as said - more beginner dungeons
| need to be done.
|
Prehaps maps should specify a `restore' point (or inherit it from an
upper map). EG: If you are in a strange land `recall' will send you
to the uppermost entry area of the map.
this could also allow for `trap maps'. Where recall only returns you to
the center of the puzzle (where food and shops are availble.
Of course entry to such a maze should have huge ``no return'' warnings.
Note: in a quest area (like pupland or whatever) only the upper most map
needs to specify the recall point.
Anthony Thyssen ( System Programmer ) http://www.sct.gu.edu.au/~anthony/
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`` Where's the kaboom? There was supposed to be an EARTH-shattering kaboom! ''
-- Marvin Martin
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PGP Public Key available -- finger -l anthony@lyrch.cit.gu.edu.au
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- From: "Mark Wedel" <mark@icp.siemens.com>