tukkek / javelin

Party-based roguelike (open-source strategy-RPG game).
https://javelinrl.wordpress.com/
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Traps #155

Open tukkek opened 6 years ago

tukkek commented 6 years ago

Traps are pretty basic right now. New ideas:

The SRDs surely have more workable concepts.

tukkek commented 6 years ago

Instead of always generating, can simply translate traps from the SRDs into the game.

Also: magic traps (Spell#istrap).

tukkek commented 5 years ago

Chest traps would be interesting: instead of being an actual chest, it is only disguised as such. It should be a matter of selecting a random trap inside a DisguisedTrap class and activating it normally, with a proper message. There could also be a 10% chance of instead of a chest, using an image from any other Feature already placed in the level (this way it's not too often a player would go to a Fountain and find out it's a trap instead; and also would not generate an obviously out-of-place Feature either).

NPCs could also be traps: similar to DisguisedTrap, just use the Monster and image of a random NPC to create a HostileInhabitant. Ideally, he would be able to attack the players when they enter any adjacent square, to make it feel even more active but that can be done later on. One problem here is that NPCs are usually very high difficulty to make them hard to kill, and it would be unfair to actively attack players with this, especially by surprise - on the other hand, a NPC that is obviously not a threat will look evidently out-of-place, resulting in an obvious trap and not-fun meta-gaming to avoid it.

tukkek commented 3 years ago

Dummy traps may be an interesting Feature. They do not count as real traps for the purpose or rewards or danger (CR 0) but can make a player paranoid and even try to guess what traps are real or not when they suspect a Dungeon has dummy traps. Ideally they could be made with a Integer#MIN_VALUE save so that they work exactly like Traps for all intents and purposes.

At first they would be an independent Feature rather than a type of Trap (factory-wise) but there's arguments for both. They make more sense as a Feature as some type of dweller who can't build real traps would place them across a location rather than someone who knows how to set real Traps creating dummies for some unspecified reason.