Pandemonium Purger
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Escape hatches having destinations marked and visible
- For this message the author Pollen_Golem has received thanks: 4
- Arrhythmia, nago, Rast, Sar
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Pandemonium Purger
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Dungeon Master
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Vestibule Violator
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Pollen_Golem wrote:There's a number of features of which there can be only one per tile: stairs, traps, shafts, portals, shops, water, lava, etc. I think The destination is one of them. If it is not (wtf devs?) then it can be easily forced to be one. Cover up something important - what? An object on the ground? Most items on the ground get obscured anyway, usually by monsters or other items.
In console it can be a staircase with an uninviting color (e.g. a purple "<" for a landing pad)
Pandemonium Purger
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rchandra wrote:It shouldn't be on < since every other < is something you can press < on.
Ziggurat Zagger
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Pollen_Golem wrote:I think most players avoid escape hatches while they're clearing levels, and don't bother triggering them afterwards, so the destination of an escape hatch typically remains unknown.
Dungeon Master
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neil wrote:The destination might be any kind of feature, so a large graphic like landing_pad might be too likely to cover up something important. An icon-like designator like escape_flap could work though. Not sure how one would show it in console: perhaps a different background colour, since we don't use those for very many things?
Pollen_Golem wrote:There's a number of features of which there can be only one per tile: stairs, traps, shafts, portals, shops, water, lava, etc. I think The destination is one of them. If it is not (wtf devs?) then it can be easily forced to be one.
Pandemonium Purger
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PleasingFungus wrote:Pollen_Golem wrote:There's a number of features of which there can be only one per tile: stairs, traps, shafts, portals, shops, water, lava, etc. I think The destination is one of them. If it is not (wtf devs?) then it can be easily forced to be one.
It's not at present, and it can't easily be.
*good stuff*
PleasingFungus wrote:e: and retroactively editing the level after ... after you actually use a hatch, is an even worse idea...
PleasingFungus wrote:end up having to reject some levels
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