Review of the demo

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Re: Review of the demo

Postby flap on Mon Jun 20, 2011 6:19 am

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)
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Re: Review of the demo

Postby bkteer on Tue Jun 21, 2011 4:35 am

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.
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Re: Review of the demo

Postby HenryVIIII on Sat Jul 09, 2011 8:50 pm

bkteer wrote: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.

This is kinda brilliant
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Re: Review of the demo

Postby dislekcia on Mon Jul 11, 2011 3:10 pm

bkteer wrote: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.


What would count as a turn: Player movement (if so, you'd never be able to pick up a potion at lvl 10), combat, an experience event?

I'm not convinced that adding an extra thing that players need to keep track of is the right way to solve this problem - stacking seems to deal with it well enough.
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Re: Review of the demo

Postby bkteer on Wed Jul 13, 2011 10:40 am

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.
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