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ID Category Severity Reproducibility Date Submitted Last Update
0000640 [DCSS] Testing and Feedback minor have not tried 2010-01-31 18:21 2010-02-01 01:36
Reporter Lemuel View Status public  
Assigned To due
Priority normal Resolution done  
Status closed   Product Branch 0.6 ancient branch
Summary 0000640: why do alligators have babies?
Description Do we also want baby yaks, bear cubs, young dragons, giant tadpoles, yaktaur youths, war puppies, etc.?
Additional Information
Tags No tags attached.
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-  Notes
(0001907)
jpeg (manager)
2010-01-31 22:12

You know, I've been wondering that myself... Is it just the name that bothers you (so grizzly and bear are okay?) or the fact that they are the same monster with different stats, same as many other monsters in the game? I haven't met either in-game or even wizard mode, so I've no idea how much they differ.
(0001915)
OG17 (reporter)
2010-02-01 00:48

Why does it follow that if one monster type is accompanied by monsters with a specific flavor, other monsters need to have the same? And do you envision a player trekking through an unlivable hivemind dungeon into a multi-floor subterranean swamp and having his illusion of disbelief shattered by a bunch of lizards? This is a ridiculous hang-up - alligators don't raise questions concerning the consistency of Crawl's ecosystem because Crawl doesn't pretend to have anything resembling an ecosystem in the first place. Baby alligators exist to get in the player's way, just like every other aspect of the game.

Besides, what works better for alligator pack monsters than alligator young?
(0001917)
due (developer)
2010-02-01 01:11

I like the idea of war puppy myself! But really, I personally feel that this is a non-issue. I may be biased because I coded them. They provide an interesting flavour: pack monsters (babies plus an adult), they are different from adult alligators (they are faster, but do less damage) and they don't have the same attacks as the adults (no tail-slap).

There was the intent to make alligators a "timid" type of creature that only picked an enemy/foe when said foe attacks them, gets too close, or attacks their young (if in a band). This probably won't make it into 0.6, but it will provide even more "interestingness" in 0.7.
(0001921)
dpeg (administrator)
2010-02-01 01:36

I am late to this, but note that there are larvae in the game.

My opinion is this: no, in general we don't want young versions of all monsters (neither old ones, for that matter). However, if it helps for distinctive gameplay (e.g. AI), then it's okay. Jude is trying to achieve this with the alligators, so that's completely fine with me. It may happen that alligators won't work out as intended (once the planned AI changes are in), but than can always happen. There is no need to deduce a general trend to babies from this. Closing.

- Issue History
Date Modified Username Field Change
2010-01-31 18:21 Lemuel New Issue
2010-01-31 19:26 Lemuel Description Updated
2010-01-31 22:12 jpeg Note Added: 0001907
2010-02-01 00:48 OG17 Note Added: 0001915
2010-02-01 01:11 due Note Added: 0001917
2010-02-01 01:11 due Assigned To => due
2010-02-01 01:11 due Status new => assigned
2010-02-01 01:11 due Operating System => Other
2010-02-01 01:11 due Console or Tiles => Both
2010-02-01 01:11 due Product Branch longterm planning (0.7+) => 0.6 development branch
2010-02-01 01:11 due Fixed in Branch => 0.6 development branch
2010-02-01 01:36 dpeg Note Added: 0001921
2010-02-01 01:36 dpeg Status assigned => closed
2010-02-01 01:36 dpeg Resolution open => done


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