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QCF Design Community • View topic - Review of the demo
Page 6 of 6

Re: Review of the demo

PostPosted: Mon Jun 20, 2011 6:19 am
by flap
Or maybe have some levels with "potion eaters" : once discovered, everytime you move (uncover new tiles) they have a chance to eat one potion.
Other possible mecanism : when you hit them, but don't kill them, they teleport on one potion (whether it had been discovered or not). If it was an health potion they recover, if it was mana they get a stronger attack. To encourage picking potions, you could ahve them to teleport to the location of the potion at the beginning of the game. So if you picked some up, the potions are less likely to be eaten (and the monsters to regenerate).

Another solution : these monsters move slowly toward a potion until they get it (if the path is not blocked)

Re: Review of the demo

PostPosted: Tue Jun 21, 2011 4:35 am
by bkteer
i was thinking why not give potions a decay level that is indirectionally proportional to the wanderer's level? So in game everytime a potion is discovered, it would have a decay level above it. So lets say at level 1 if we were to find a potion, it would have a decay level of 10. So when 10 turns have passed, the potion would disappear. This counter will reset everytime the wanderer levels up.

So the decay level would effectively be (11-x) where x is the wander's level.

Re: Review of the demo

PostPosted: Sat Jul 09, 2011 8:50 pm
by HenryVIIII

Re: Review of the demo

PostPosted: Mon Jul 11, 2011 3:10 pm
by dislekcia

Re: Review of the demo

PostPosted: Wed Jul 13, 2011 10:40 am
by bkteer
well what i suggested would work better for some people who lterally like to count experience and form strategies around level jumping. This also works together with making potions stackable. What i was suggesting would be what happens when potions are just left on the floor so that players have to weigh the cost of picking the potion up now, or risking player movement and trying to do a level up so as to store the potion up for later use.

I think what i meant by player movement would be each time the adventurer explores a shroud (the black squares) it would count as 1 player movement.