danr wrote:Also, how would it work - would crawl have to put something in the Windows registry so that it keeps track of what is unlocked everytime you unzip a new Trunk build? And what would you have to do to unlock things - hopefully not ascend with the orb! And how would you decide which order things get unlocked in?
I would really NOT relish having to unlock all the characters again every time I updated my installation.
This is a singularly bad idea, I don't see any support for it, I'm not sure why I'm even discussing it except that I want to kill any tiny remote chance of this ever happening.
But this will never ever ever happen.
dpeg has suggested it in the wiki, so it's not all that impossible.
Windows registry?! Why on earth. Since I use Linux, I wouldn't be happy with that at all. The sensible thing would be to track it in a file same place you've got your config file.
No one would be forced to play with unlocks/achievements unless they wanted to. It would be easy to disable, and builds supporting wizmode should probably have everything unlocked by default.
What would you have to do to unlock things? A few ideas:
* Entering the Snake Pit could unlock Nagas.
* Entering Shoals could unlock Merfolk.
* Killing your first Ogre could unlock Ogres (all of these would maximize the "wow, you can play as these things!" factor - though Ogres would need to be improved to prevent subsequent disappointment
* Being cast into the Abyss could unlock Abyssal Knights.
* Reaching Crypt could unlock Ghouls.
* Reaching Tomb could unlock Mummies.
* Finding an altar of Beogh/reaching Orc:4 could unlock Beoghites.
* Reaching the Temple could unlock one or more of the religious backgrounds - or perhaps demigods.
* Picking up spellcasting from reading scroll could unlock one of the more exotic hybrids (Arcane Marksman?)
* Casting a Necromancy spell could unlock necromancers.
* Converting to a certain god could unlock the starting religious background of that class (though I think Xom, Trog and possibly Zin should not need any unlock at all)
* Gaining a certain level of skill in Evocations (5?) or using a recharging scroll on a wand/rod could unlock Artificers.
* Gaining a certain level of skill in Unarmed Combat (5?) could unlock Monks.
* Meeting your first dragon could unlock draconians.
The reason unlocks are meaningful in a content-rich game like Crawl, is very different for the reason they are meaningful in "LEGO: Star Wars" or similar. There, they are just to sustain interest in a finite game a little while longer at the point people start to get bored with it. In roguelikes, unlocks serve the purpose of softening the disappointment at losing your best character so far (which is likely to happen in connection to many of these milestones!) and introducing the game's tremendous complexity and diversity in a gradual manner.
So, for experienced Crawl players, unlocks would matter little - but experienced Crawl players would also know how to turn off unlocking, which they probably should.