View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0007698 | Valley 1 | Suggestion - Mission Ideas | May 10, 2012 3:28 am | May 10, 2012 8:29 am | |
Reporter | DerfK | Assigned To | |||
Status | considering | Resolution | open | ||
Summary | 0007698: Darkness mission | ||||
Description | Stealth mission maps don't get dark on their own... someone needs to go in the cave and snuff out all the torches. Essentially, new elements for lit/unlit torch would be needed (this could be reused in puzzles and elsewhere if we let flame touch or other spells light torches while water spells put them out) During the mission, bats spawn more-or-less continuously, and become fire bats if they touch a lit torch. Flaming bats that touch a doused torch or damaged torch relight it. Any light orbs dropped will have to be smashed as well (which will make the non-lit bats annoying as it gets darker in the cave). If the chunk map can be modified to re-darken parts of it, perhaps the room map starts revealed and darkens as torches are put out, and bats are shown on the map but only if they're still in a lit area as in anachronism/meteor storm. It'd need to be sure to generate a reasonably open area so that the player can't simply advance in a narrow corridor and kill all the bats with no chance of one getting behind them (I'm partial to the maze type room but the majority of the ones I recall being in had plenty of dead-end branches but very few loops). | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||