Crypt Cleanser
Posts: 726
Joined: Friday, 11th February 2011, 18:46
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Crypt Cleanser
Posts: 726
Joined: Friday, 11th February 2011, 18:46
Dungeon Master
Posts: 332
Joined: Friday, 15th July 2011, 22:43
Slime Squisher
Posts: 418
Joined: Friday, 11th February 2011, 13:09
Crypt Cleanser
Posts: 726
Joined: Friday, 11th February 2011, 18:46
hxy wrote:Just reading the title, this image comes to mind:
An open level similar to a bustling market, some shops, lots of people, and all with with the ability to steal things off the player (like Maurice)
Crypt Cleanser
Posts: 726
Joined: Friday, 11th February 2011, 18:46
minmay wrote:It would make much more sense to just put the monsters in bazaars.
Tomb Titivator
Posts: 832
Joined: Saturday, 30th July 2011, 00:58
Tiber wrote:minmay wrote:It would make much more sense to just put the monsters in bazaars.
Except that deciding whether or not to enter a dangerous portal to try for the loot, and deciding whether or not to enter a bazaar are two different things.
I also can't seem to remember the last time I actually saw a bazaar.
KoboldLord wrote:I'm also morbidly curious now as to how Shatter is abusable for 'stealth tricks'. It's about as stealthy as the Kool-Aid Man smashing through the walls and running through the room
Dungeon Master
Posts: 3618
Joined: Thursday, 23rd December 2010, 12:43
Tomb Titivator
Posts: 832
Joined: Saturday, 30th July 2011, 00:58
dpeg wrote:Missing a bazaar always hurts: you lose the option to see fair number of additionally generated items. Also, very often they come with a lot more interesting choices than three only shops of food (I don't believe the latter, by the way, in almost all bazaars shop generation is not fully random). As always with randomly generated content, duds are possible and completely acceptable, as long as they're rare enough.
The original poster's proposal sounds interesting. In essence, it's like a bazaar with guaranteed good content but also opposition. If you can (and want to), it'd be worthwhile to make a preliminary version and have others look at it. I'd definitely take a look.
KoboldLord wrote:I'm also morbidly curious now as to how Shatter is abusable for 'stealth tricks'. It's about as stealthy as the Kool-Aid Man smashing through the walls and running through the room
Vestibule Violator
Posts: 1567
Joined: Friday, 21st January 2011, 22:56
Return to Game Design Discussion
Users browsing this forum: No registered users and 65 guests