Changes between Version 11 and Version 12 of DifficultGame


Ignore:
Timestamp:
01/23/11 04:13:08 (8 years ago)
Author:
magnate
Comment:

Added detection section

Legend:

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  • DifficultGame

    v11 v12  
    66[[TicketQuery(Keywords~=interesting,Status!=closed,Milestone=3.3.0,format=table)]] 
    77 
    8 Four categories of change have their own keywords and their own sections on this page: curses, stores, new combat and monster ai. There is also a debate to be had around reducing the information available to the player, with the aim of making them work harder for stuff. We have already hidden non-standard damage dice until a weapon is picked up. We could also hide the exact flavour of potions and scrolls which are outside LOS (one of Timo's f-k-was-better issues). We could also make object detection fail to reveal items in vaults until @ is inside. Etc. Needs more thinking. 
     8Four categories of change have their own keywords and their own sections on this page: curses, stores, new combat, monster ai and detection.  
    99 
    1010=== Curses === 
     
    4545Tickets related to ai: 
    4646[[TicketQuery(Keywords~=ai,Status!=closed,Milestone=3.3.0,format=table)]] 
     47 
     48=== Detection === 
     49 
     50There is much debate around reducing the information available to the player, with the aim of making them work harder for stuff and rebuilding the sense of wonder and tension of frog-knows. We have already hidden non-standard damage dice until a weapon is picked up. We could also hide the exact flavour of potions and scrolls which are outside LOS. We could also make object detection fail to reveal items in vaults until @ is inside. Etc. Needs more thinking - we must avoid note-taking at all costs. 
     51 
     52Tickets related to detection: 
     53[[TicketQuery(Keywords~=detection,Status!=closed,Milestone=3.3.0,format=table)]]