Zukero wrote:Do you see a point in having "replace" areas triggered solely by item possessed or equipped ?
On the assumption that a necro is better than a new topic on the issue: Yes, I could see enormous use for this. I see the problem with persistence however, as without additional coding, the 'replace' including spawns/layers/keys would not revert if the item is removed.
From a game balance perspective, it allows 'forcing' on or off of equipment. Want to make players experience a map without the JoF/MarrowTaint?
Want to force a player to explore a dungeon wearing boots that are +4 movement cost (oh noes, hit and runz nerfed!)
A spawn that only appears while wielding a certain weapon?
A door that only opens if no nasty BMPs are being carried?
A replace layer triggered by looting a cool item deep in a dungeon which (while carried) closes the way back, forcing the player to take the exit past the nasty looking fire breathing dragon (or abandon the loot)?
Or for those working on the labyrinth idea - imagine if the entrances were not connected, but if, only by navigating two mazes on top of each other, by selectively triggering replace layers, could the exit be reached? (too evil?)
My original idea was a section of a cave that would appear innocuous and uninhabited unless the player was wearing a particular item, which would allow perception of another layer of the cave. Along with a movement penalty, and constant fear effect. It would be a good bit of immersion if a player was presented with a new corner of a map (including a hitherto unseen exit), while darkening the tone, growing some cobwebs, shadows, and mobs.
I attached a super quick example of what I was imagining - I see the mistakes, but it gives an idea. And of course no mobs in Tiled. Coincidentally, this IS the corner I was considering modifying... just maybe when the map was done, and more carefully
This would also of course require a change to the replace concept, as the player would have to be able to re/un equip or drop/pick up an item an unlimited number of times, as opposed to the current permanent replace. So I appreciate, this is not a simple concept - every item looted/dropped/equipped or removed would have to query the current map to determine if there were effects...
Too much to hope for, I am assuming?
Sorry to be annoying (again).
-Raner
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