i7 / kerkerkruip

Kerkerkruip - the interactive fiction roguelike game
kerkerkruip.org
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New type of achievement: Mission / Tasks #63

Open rvdpluijm opened 11 years ago

rvdpluijm commented 11 years ago

This is only a crude idea, but perhaps it may become fruitful. The basis of this idea is that, since we're getting more diversity in rooms, we could make some special missions / tasks based on a certain room couple. This would amount to the following:

Acts could be anything at all, really, but some examples would be:

Of course, the player should be rewarded for such an endeavour, either in unique items, an ally, a religious bonus when the system is implemented, a power or something akin. Let me know what you guys think!

EDIT: related issues: #32, #42, #49

VictorGijsbers commented 11 years ago

I'd love to have more interactivity of roughly this kind in the dungeon. However, from an aesthetic point of view, I think it would be better if these things didn't feel like a "quest mechanic" of the usual RPG type, but more like organic components of the dungeon.

So I'm not hot about stuff like "escort this guy to that place, and you'll receive reward X", which feels like a tacked on quest for the sake of having a quest,

But I'd love stuff like "you can read this ancient grimoire and be transformed by it, but you now have 20 turns to get to the room where you found the statue of Drakul and deal enough damage to the creature while it slowly turns to flesh ... or fight it". That feels like a part of the dungeon.

"Only when you wear this horrible cursed item will this door open for you" is also totally fine.

(It is a bit like what Brogue calls a "machine": http://brogue.wikia.com/wiki/Treasure_Machine , http://brogue.wikia.com/wiki/Key_Holder )

Is the difference I'm trying to make clear to you, and do you agree with me?

curiousdannii commented 11 years ago

I really liked the ideas in #42 and #37 - I think that having it connected to score (with a table of top scored games and a description of what was accomplished) is better than achievements.

I agree that being a courier is boring. The quickly-escape-big-bad-monster one is cool though.

rvdpluijm commented 11 years ago

I fully agree with you on this point. The example of the weary traveller wasn't meant as a standard quest like example. I meant it as a neutral person who, dependent on the reaction of the player, would either become hostile or would cooperate.

It would be fine with me to integrate those 'quests' in a point system.