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dcss:brainstorm:dungeon:branch:slime [2011-12-21 20:40]
XuaXua
dcss:brainstorm:dungeon:branch:slime [2012-10-02 04:55] (current)
infiniplex Restructured to group similar concepts
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-===== Slime Pits =====+====== Slime Pits =====
 +^ Name| dcss:brainstorm:branch: slime | 
 +^ Summary| Brainstorm ideas for the Slime Pits. | 
 +^ Further information| [[dcss:brainstorm:god:jiyva]] | 
 +^ Added by| [[user:dpeg]] | 
 +^ Added on| 2009-12-08 05:57 |
  
 [[user:dpeg]]: I find Slime to be one of the best branches: unique monster set and threat, cool branch end level, Jiyva and the Royal Jelly. [[user:dpeg]]: I find Slime to be one of the best branches: unique monster set and threat, cool branch end level, Jiyva and the Royal Jelly.
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 [[user:dpeg]] believes that this is the main cause of annoyance with the new branch. We should look at the remaining issues (digging rules; layout) at a later point. [[user:dpeg]] believes that this is the main cause of annoyance with the new branch. We should look at the remaining issues (digging rules; layout) at a later point.
  
-== Acidic walls ==+===== Walls ===== 
 + 
 +==== Acidic Properties ====
  
 Intelligent non-resistant monsters could try to stay away from damaging walls  --- //[[user:ortoslon]] 2010-08-01 17:30// Intelligent non-resistant monsters could try to stay away from damaging walls  --- //[[user:ortoslon]] 2010-08-01 17:30//
 > Agreed.  --- //[[user:evktalo]] 2010-08-02 19:34// > Agreed.  --- //[[user:evktalo]] 2010-08-02 19:34//
  
-== Walls and dig/disintegrate ==+==== Walls and dig/disintegrate ====
  
 Some players feel the need to cut 3-glyphs-wide roads through Slime levels. (Although the intent to do so may have decreased after slimy walls not affecting armours anymore.) Ideas to change that: Some players feel the need to cut 3-glyphs-wide roads through Slime levels. (Although the intent to do so may have decreased after slimy walls not affecting armours anymore.) Ideas to change that:
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   * Change layout, so that no digging is really needed. ([[user:dpeg]] is not too fond of that idea, although the layout could clearly be improved. I just think that disconnected areas are okay in Slime.)   * Change layout, so that no digging is really needed. ([[user:dpeg]] is not too fond of that idea, although the layout could clearly be improved. I just think that disconnected areas are okay in Slime.)
  
-== Layout ==+==== Growing walls ==== 
 +From [[SFTracker>2873261]]: Replace some or all of the walls in Slime with walls of oozing slime. My thought: these are bright green, translucent. You can see through one square of these as if they were glass. Two squares lets you see a blurry shape on the other side if there are any monsters/items (possibly monster genus/detected-item ~, but possibly just a generic 'blurry shape' ~, depending on what people think works better). Three squares of this type of wall will block LOS. You can't get through them with Dig or LRD or Shatter, because they're just gooey glop. Can be disintegrated, or hacked through (splattering you with acid, damaging your weapon, etc).  
 + 
 +Slime walls could be interesting if they regrow using something like game-of-life style rules (but no outright die-off except when totally isolated). Tunnels seal fast, fill in totally more slowly. Pockets more slowly still grow smaller. This could make a good vault in the dungeon, too. 
 + 
 +> re: both acidic floors & growing walls: Slime's environmental hazard, the walls, create a unique and interesting challenge in themselves. Adding more, while good ideas in themselves, might be too much - at least I think we should wait and see. Of course, they could add variation - right now five levels of acidic claustrophobia and then the final showdown with TRJ are pretty intense. But I think the branch should have at least a couple of floors of the acidic wall onslaught.  --- //[[user:evktalo]] 2010-08-02 19:34// 
 + 
 +===== Layout =====
  
 I am unhappy with slime's level generation. Generally levels have the form of several "bubbles," regions of the level not connected to each other except via stairs/escape hatches. Slime walls were added, and connectivity rules for bubbles were not changed. So a given region of the level may be connected via non-wall squares, but the path through the region may be blocked by damaging wall-adjacent squares. I find this (parts of a given bubble being blocked by damage squares) exceedingly annoying. I propose changing level generation to ensure that parts of a given bubble are connected via non-damage squares, leaving different bubbles being disconnected from each other as a separate issue. I am unhappy with slime's level generation. Generally levels have the form of several "bubbles," regions of the level not connected to each other except via stairs/escape hatches. Slime walls were added, and connectivity rules for bubbles were not changed. So a given region of the level may be connected via non-wall squares, but the path through the region may be blocked by damaging wall-adjacent squares. I find this (parts of a given bubble being blocked by damage squares) exceedingly annoying. I propose changing level generation to ensure that parts of a given bubble are connected via non-damage squares, leaving different bubbles being disconnected from each other as a separate issue.
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 > Even though I like the current wall situation, since you (caotto) are willing to implement, I support going ahead with changes. The things I like about what is there now can be used again elsewhere, and could work well (and with less pain) in a single-level (portal vault) context.  --- //[[user:evktalo]] 2010-09-11 20:36// > Even though I like the current wall situation, since you (caotto) are willing to implement, I support going ahead with changes. The things I like about what is there now can be used again elsewhere, and could work well (and with less pain) in a single-level (portal vault) context.  --- //[[user:evktalo]] 2010-09-11 20:36//
  
-== Death oozes == +==== Another Proposal ====
-Need more of them, they pose a unique and interesting threat in Slime. +
- +
-== Acidic floor == +
-From [[SFTracker>2906629]]: Inspired by the Green Slime of D&D infamy, a slimy floor slows movement much like shallow water and polymorphs any player who stands on them for extended durations into a "slime form." Strongly acid resistant, no weapons, no spellcasting. These floors could litter the Royal Jelly's lair, making a rush to the outer walls to dig a corridor for jelly-fighting a much more difficult proposition. Since levitating characters shouldn't get a total break, there could be clouds of spores above the slime floor that also grant the slime polymorph. +
-''This floor is covered by a putrid, slimy moss, releasing ominous clouds of spores into the air. Portions of the moss seem to crawl and shift of their own accord.'' +
-Additionally, the moss could spread somehow like ballistomycetes. I don't know off-hand if the moss/slime should be destructable or not. +
- +
-A different idea: Slime floor could deal damage --- similar (but less) than walls. For a number, Slime:5 floor doing enough damage to reduce HP by 1 every twenty turns (including standard regeneration!) could be interesting. --- //[[user:dpeg]] 2010-09-04 22:51// +
- +
-== Growing walls == +
-From [[SFTracker>2873261]]: Replace some or all of the walls in Slime with walls of oozing slime. My thought: these are bright green, translucent. You can see through one square of these as if they were glass. Two squares lets you see a blurry shape on the other side if there are any monsters/items (possibly monster genus/detected-item ~, but possibly just a generic 'blurry shape' ~, depending on what people think works better). Three squares of this type of wall will block LOS. You can't get through them with Dig or LRD or Shatter, because they're just gooey glop. Can be disintegrated, or hacked through (splattering you with acid, damaging your weapon, etc).  +
- +
-Slime walls could be interesting if they regrow using something like game-of-life style rules (but no outright die-off except when totally isolated). Tunnels seal fast, fill in totally more slowly. Pockets more slowly still grow smaller. This could make a good vault in the dungeon, too. +
- +
-> re: both acidic floors & growing walls: Slime's environmental hazard, the walls, create a unique and interesting challenge in themselves. Adding more, while good ideas in themselves, might be too much - at least I think we should wait and see. Of course, they could add variation - right now five levels of acidic claustrophobia and then the final showdown with TRJ are pretty intense. But I think the branch should have at least a couple of floors of the acidic wall onslaught.  --- //[[user:evktalo]] 2010-08-02 19:34//+
  
 I suggest using the following algorithm for changing walls: I suggest using the following algorithm for changing walls:
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 >>>> This is a good point. I wouldn't mind if we got a patch for growing walls the player has to hack into. The idea could still be used somewhere else: growing plants will play differently, I think. --- //[[user:dpeg]] 2010-09-08 16:04// >>>> This is a good point. I wouldn't mind if we got a patch for growing walls the player has to hack into. The idea could still be used somewhere else: growing plants will play differently, I think. --- //[[user:dpeg]] 2010-09-08 16:04//
 +
 +===== Acidic floor =====
 +From [[SFTracker>2906629]]: Inspired by the Green Slime of D&D infamy, a slimy floor slows movement much like shallow water and polymorphs any player who stands on them for extended durations into a "slime form." Strongly acid resistant, no weapons, no spellcasting. These floors could litter the Royal Jelly's lair, making a rush to the outer walls to dig a corridor for jelly-fighting a much more difficult proposition. Since levitating characters shouldn't get a total break, there could be clouds of spores above the slime floor that also grant the slime polymorph.
 +''This floor is covered by a putrid, slimy moss, releasing ominous clouds of spores into the air. Portions of the moss seem to crawl and shift of their own accord.''
 +Additionally, the moss could spread somehow like ballistomycetes. I don't know off-hand if the moss/slime should be destructable or not.
 +
 +A different idea: Slime floor could deal damage --- similar (but less) than walls. For a number, Slime:5 floor doing enough damage to reduce HP by 1 every twenty turns (including standard regeneration!) could be interesting. --- //[[user:dpeg]] 2010-09-04 22:51//
 +
 +===== Monsters =====
 +
 +==== Death oozes ====
 +Need more of them, they pose a unique and interesting threat in Slime.
 +
 +
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dcss/brainstorm/dungeon/branch/slime.txt · Last modified: 2012-10-02 04:55 by infiniplex
 
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