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Secret doors and other conditional map changes

Unstructured ideas, requests and suggestions for the development of the game.
zen1979
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Re: Secret doors and other conditional map changes

Post by zen1979 »

I recently encounter a secret room in Iqhan Cave, where there's an area with a rag cloth covering the wall, which usually doesn't have anything, but I was running away from the creatures and stumble upon the wall and very surprised to find myself in another room.

+1 from me.
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Pyrizzle
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Re: Secret doors and other conditional map changes

Post by Pyrizzle »

zen1979 wrote:I recently encounter a secret room in Iqhan Cave, where there's an area with a rag cloth covering the wall, which usually doesn't have anything, but I was running away from the creatures and stumble upon the wall and very surprised to find myself in another room.

+1 from me.
I was so thrown off the first time i found that room. I thought i had found a bug in the game. lol
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only1doug
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Re: Secret doors and other conditional map changes

Post by only1doug »

Hehe, I had been mooching about exploring and thinking about where we could expand the map in the future and I thought "could easily add a room next to that drape, wait, that doesn't reach the ground...."
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PK17
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Re: Secret doors and other conditional map changes

Post by PK17 »

.......Sigh..... 100's of runs through that cave, how did I never notice....
Take a stop by my game thread for some forum fun!!!

http://andorstrail.com/viewtopic.php?f=9&t=4577
Sarumar
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Re: Secret doors and other conditional map changes

Post by Sarumar »

Pyrizzle wrote:These are interesting ideas.

They could be useful for making riddles in the game where players have to figure out that the bridge across the big chasm may be invisible or that there is secretly a pathway hidden just below the surface of a river that you may safely cross at.

Very cool ideas, i would love to see something like this added to the game (If possible)

+1 yes i love to see more secret pathways like that dark room in BWM. You can use boat or waterwalk or use some other method of moving though those huge labyrinths...

Please do not piss off any of the seamonsters :shock:
Sarumar
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PK17
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Re: Secret doors and other conditional map changes

Post by PK17 »

Dark room in bwm?
Take a stop by my game thread for some forum fun!!!

http://andorstrail.com/viewtopic.php?f=9&t=4577
Sarumar
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Re: Secret doors and other conditional map changes

Post by Sarumar »

PK17 wrote:Dark room in bwm?
I mean places like Kazaul shrine
Sarumar
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Tomcat
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Re: Secret doors and other conditional map changes

Post by Tomcat »

tek wrote:
Forget about walking on water, how about my idea that I suggested a year ago: use of a boat.
I would love to add a boat. Buy it in Remgard, boat around the lake or head downstream. Make water passable only if you have the boat in your inventory, but you can't walk on land until you ”drop” the boat. That makes you disembark to go landside and have to come back to the boat to go out on the water again.

Water walking boots isn't the only way to go....

I want to learn how to do this kind of code work, gotta try again to get the SDK working...
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Thystonius
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Re: Secret doors and other conditional map changes

Post by Thystonius »

Tomcat wrote:
tek wrote:
Forget about walking on water, how about my idea that I suggested a year ago: use of a boat.
I would love to add a boat. Buy it in Remgard, boat around the lake or head downstream. Make water passable only if you have the boat in your inventory, but you can't walk on land until you ”drop” the boat. That makes you disembark to go landside and have to come back to the boat to go out on the water again.

Water walking boots isn't the only way to go....

I want to learn how to do this kind of code work, gotta try again to get the SDK working...
Like the old school 16-bit FF games, you could get boat, in some cases submarine, a plane or zeppelin, and in some cases a spacecraft. That would be really awesome :-)
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Sarumar
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Re: Secret doors and other conditional map changes

Post by Sarumar »

Tomcat wrote:
tek wrote:
Forget about walking on water, how about my idea that I suggested a year ago: use of a boat.
I would love to add a boat. Buy it in Remgard, boat around the lake or head downstream. Make water passable only if you have the boat in your inventory, but you can't walk on land until you ”drop” the boat. That makes you disembark to go landside and have to come back to the boat to go out on the water again.

Water walking boots isn't the only way to go....

I want to learn how to do this kind of code work, gotta try again to get the SDK working...
I just got a vision;
Yes.... you buy this rowing boat (it is really expensive).... After a while you found place where you see pop up like this "it seems that you can use boat here"... So you schoose to use your boat. After a second you realice that you do not have any skills about roving and you have no one oar either.... after a while you wake up somewhere... your expensive boat is broken....
Sarumar
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