Mines Malingerer
Posts: 45
Joined: Sunday, 18th November 2012, 04:50
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Mines Malingerer
Posts: 45
Joined: Sunday, 18th November 2012, 04:50
Dis Charger
Posts: 2064
Joined: Wednesday, 9th January 2013, 19:44
Ziggurat Zagger
Posts: 6418
Joined: Friday, 6th July 2012, 12:48
Mines Malingerer
Posts: 45
Joined: Sunday, 18th November 2012, 04:50
Slime Squisher
Posts: 375
Joined: Sunday, 15th January 2012, 16:59
Dungeon Master
Posts: 162
Joined: Sunday, 29th May 2011, 10:18
xzanthius wrote:I am curious as why Crawl was designed with unlockable doors.
Crypt Cleanser
Posts: 700
Joined: Wednesday, 5th January 2011, 15:51
Tomb Titivator
Posts: 832
Joined: Wednesday, 17th April 2013, 13:28
Bim wrote:(you have to turn a bronze statue on level 14 to open a door to a stash on level 10 type thing)
Vaults Vanquisher
Posts: 508
Joined: Sunday, 16th June 2013, 14:01
DracheReborn wrote:Bim wrote:(you have to turn a bronze statue on level 14 to open a door to a stash on level 10 type thing)
Oh god no.
Dungeon Master
Posts: 1531
Joined: Saturday, 5th March 2011, 06:29
Tomb Titivator
Posts: 799
Joined: Saturday, 23rd February 2013, 22:25
Ziggurat Zagger
Posts: 11111
Joined: Friday, 8th February 2013, 12:00
khalil wrote:Personally, I think carrying around a bunch of keys would suck, largely because of the fifty item limit.
@brendan
While I agree with you on chests, I think bags of holding (If they could not be destroyed) would reduce tedium, as they would remove the need for a stash, thus meaning one does not have to spend time walking from Zot:3 to Lair:2 because they need an enchant armor scroll.
On the downside, it would make Jyvia more powerful, as there wouldn't be any chance of your stash being eaten, but given how hard it is to worship her, that's probably all right.
Vaults Vanquisher
Posts: 482
Joined: Thursday, 16th December 2010, 21:08
Location: Savannah, Ga.
xzanthius wrote:I used to play another Rogue-like (NAME WITHHELD) where every door had a specific lock (about a dozen different ones) with multiple and randomly mulchable keys strewn throughout the dungeon. It would lead it a lot of frantic running and locking doors behind you... it was fun.
Dungeon Master
Posts: 1531
Joined: Saturday, 5th March 2011, 06:29
khalil wrote:Personally, I think carrying around a bunch of keys would suck, largely because of the fifty item limit.
Ziggurat Zagger
Posts: 6454
Joined: Tuesday, 30th October 2012, 19:06
Tartarus Sorceror
Posts: 1776
Joined: Monday, 21st February 2011, 15:57
Location: South Carolina
Ziggurat Zagger
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Joined: Thursday, 10th February 2011, 18:30
Tartarus Sorceror
Posts: 1776
Joined: Monday, 21st February 2011, 15:57
Location: South Carolina
Vestibule Violator
Posts: 1567
Joined: Friday, 21st January 2011, 22:56
Dis Charger
Posts: 2064
Joined: Wednesday, 9th January 2013, 19:44
jejorda2 wrote:100 arrows to enter a sewer?
Vestibule Violator
Posts: 1500
Joined: Monday, 3rd January 2011, 17:47
Dungeon Master
Posts: 1531
Joined: Saturday, 5th March 2011, 06:29
jejorda2 wrote:Making some portal vaults have no timeout, but requiring a trove-like entry fee of a particular rune could be fun. Should I get the rune from Snake:5 so I can go to the Volcano on Snake:3?
Crypt Cleanser
Posts: 700
Joined: Wednesday, 5th January 2011, 15:51
DracheReborn wrote:Oh god no. I hate those things whenever I run into them in role-playing books. It will be either too spoilery or too tedious, IMO - either you know which switch unlocks which feature, or you'd have to comb previous levels to find what changed. I'd rather have a bunch of switches right next to the lock, with some of them being traps or mimics, but they'd have to be pretty dangerous traps/mimics, otherwise it would be a no-brainer for the player to try them all.
Ziggurat Zagger
Posts: 3163
Joined: Friday, 6th January 2012, 18:45
Galefury wrote:Maybe all the doors people should go play some brogue? It's pretty good, and nicely shows the good and bad sides of having keys, doors, and puzzles in general. Even if they are low key and well done, they still are bad in a bunch of ways. Fun, but probably they shouldn't feature prominently in crawl.
Ziggurat Zagger
Posts: 6454
Joined: Tuesday, 30th October 2012, 19:06
Dis Charger
Posts: 2064
Joined: Wednesday, 9th January 2013, 19:44
Bim wrote:I'd prefer something like having to kill three uniques on a level to get keys to open a vault
Vaults Vanquisher
Posts: 508
Joined: Sunday, 16th June 2013, 14:01
Bim wrote:I'd prefer something like having to kill three uniques on a level to get keys to open a vault
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