deestar12 / keeperfx

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Show/Hide hero-gates #428

Open GoogleCodeExporter opened 8 years ago

GoogleCodeExporter commented 8 years ago
In Dungeon Keeper the hero gates are a central gameplay element, with many 
levels dropping in hero's once or multiple times from a hero gate.
The hero gate is preplaced by the map maker, and for better or worse, is 
visible the entire game (when explored). Neither the player nor the mapmaker 
has any control over when it shows up.

I propose functionality where from the game script it is possible to hide and 
unhide specific hero gates. (E.g.: Show_Action_Point(-2,1) to set visibility of 
hero gate 2 to Yes)

This will give clear feedback to the player on whether or not to expect hero's 
from a specific location. For example imagine a map with continuous spawning of 
hero's from a gate until the player accomplishes an objective or reaches the 
hero gate. Now the only way to display this is by using ingame-text, which has 
localization issues. A preferred solution would be to make the hero gate 
disappear.
The opposite is also very useful; make a hero gate appear when a specific 
condition is reached.
I propose the gate flickers before appearing/disappearing.

Original issue reported on code.google.com by Loobinex on 23 Nov 2014 at 10:09

GoogleCodeExporter commented 8 years ago
I'm not sure if such "manual enable/disable" would be correctly handled by 
mapmakers.

Maybe the gates should be disabled when all commands related to it are 
executed? But that would only work for commands without NEXT_COMMAND_REUSABLE..

Original comment by mefistotelis on 24 Nov 2014 at 8:35

GoogleCodeExporter commented 8 years ago
I think this would not be a very difficult thing to grasp for people making a 
map. It is not enable/disable, but hide/display.

By default all the gates are visible, so people not getting it probably won't 
be using it at all. A manual command makes provides a lot more flexibility to 
the designer.

An automated scenario could always result in undesirable scenarios, for 
example: If there is just a single wave left from one of three portals, and two 
of them are hidden, the player knows to defend the visible one, which would be 
an unfair/undesirable advantage.

Original comment by Loobinex on 24 Nov 2014 at 9:14