Ideas

May 7, 2020, 8:45 pm
Joined: Dec 3, 2007
Occupation: Chaos Weaver
Location: Standing between all life and death
Posts: 2,888
Could we improv a gas "monster" that spreads like mushrooms?
Uchuudonge wrote
creating stable chaos
making patterns where there should be none
sewing order into the chaos
you spit in the face of random numbers, of chaos
May 7, 2020, 10:23 pm
Ex-Tyrant of the IVANers


Joined: Dec 8, 2007
Occupation: Junior Scientist
Location: Not California
Interests: Physics and Astronomy, Exoplanets, Singing praise to Valpurus while smashing skulls with a bloody warhammer, Jogging
Posts: 2,920
Actually, this could be interesting.

Currently, gas simply fades. What if instead of simply being deleted, it "dissipated" in to neighboring tiles? Reducing in strength obviously, and below a certain strength it would actually delete when it spread. The exception might be stair tiles - to represent ventilation, clouds on stair tiles might fade via deletion more quickly than other clouds 'fade' by dissipation.

This would require some careful thought though as it would have far-reaching consequences. For example, a skunk leaving a trail of stink could pretty quickly drench the entire dungeon level in foul fumes, and it might be virtually impossible to get rid of it. Much like actual skunks.

We might need some fairly easy to acquire (non-magical?) way to actually delete clouds. Clearly, a source of fire ('a'pplying a lamp might work?) should make flammable gasses ignite. Speaking of which, fart clouds should be flammable.
"Put more stuff in the... thing where... more stuff goes in."
May 8, 2020, 6:42 am
Joined: Sep 8, 2010
Occupation: Petty Functionary
Location: Drinking pea soup in the world map
Interests: Mangoes
Posts: 1,216
So... diffusion? I like it!
Batman? wrote
its been so long since i had gotten that far i didnt think it through. arrrr!!!!!!
May 8, 2020, 8:59 am
Joined: Dec 19, 2018
Occupation: Pharmacy Tech
Location: USA
Interests: ZZT, Roleplaying,
Posts: 37
On that note, how about flooding?

Make bodies of water not just an obstacle but an actual hazard?
Energizer - you are invincible
ZZT @narchists unite! Turn off the dark, get free money, defeat death itself!
May 8, 2020, 12:10 pm
Joined: Dec 17, 2007
Occupation: Taking Names, Formerly Kicking Ass
Location: New Jersey
Posts: 991
Eating a bat should have a 1% chance of killing you.
Booooooooooo!
May 8, 2020, 1:13 pm
Joined: Apr 2, 2014
Occupation: Navastating
Location: Aslona
Posts: 764
Batman? wrote
Eating a bat should have a 1% chance of killing you.

On that note, in Omega, there's a tiny chance each turn that a cosmic ray strikes you and deals some damage. Early in the game, this can easily kill you. There's no defense against that expect getting more hp.

Omega is fun.
May 8, 2020, 4:00 pm
Ex-Tyrant of the IVANers


Joined: Dec 8, 2007
Occupation: Junior Scientist
Location: Not California
Interests: Physics and Astronomy, Exoplanets, Singing praise to Valpurus while smashing skulls with a bloody warhammer, Jogging
Posts: 2,920
red_kangaroo wrote
Omega is !!FUN!!.

ftfy.
"Put more stuff in the... thing where... more stuff goes in."
May 8, 2020, 4:25 pm
Joined: Dec 19, 2018
Occupation: Pharmacy Tech
Location: USA
Interests: ZZT, Roleplaying,
Posts: 37
Batman? wrote
Eating a bat should have a 1% chance of killing you.

Oh , we need some kind of Corona reference in 0.59, no doubt.

Outright killing the player "of a rare Asian virus" would be the easiest, or we could make a whole new disease. Coughing sound effect, chest/head damage, occasional unconsciousness...

How about "bat soup" as a material type and the player refusing to drink it with a message like "you hesistate, recalling tales of a ravaged land far across the sea." Naturally it should belong to Scabies...

EDIT: Also, bottomless pits.

Treated as an unwalkable tile like ocean. Get knocked backwards into one, or have your Levitation run out while floating over it, and " (Player) fell into an endless void".

EDIT 2: "Booby trapped" chests.
On an unsuccessful Dex check (Luck save to avoid?) player is hit for damage. Successful check means the chest is opened as usual, and a dagger is guaranteed to be found within. For extra Fun, make it a chance of a poisoned dagger.
Energizer - you are invincible
ZZT @narchists unite! Turn off the dark, get free money, defeat death itself!
May 8, 2020, 5:30 pm
Joined: Dec 2, 2007
Location: New Attnam
Interests: bananas
Posts: 2,299
Is there a way to disarm a boobytrapped chest or door currently?
May 11, 2020, 11:01 am
Joined: Dec 19, 2018
Occupation: Pharmacy Tech
Location: USA
Interests: ZZT, Roleplaying,
Posts: 37
capristo wrote
Is there a way to disarm a boobytrapped chest or door currently?

Nope. You open it and take your chances. Might need a dedicated disarm key for this.
Energizer - you are invincible
ZZT @narchists unite! Turn off the dark, get free money, defeat death itself!
May 11, 2020, 2:04 pm
Joined: Dec 14, 2017
Occupation: Student
Location: Finland
Posts: 224
You need a way to spot if it is trapped then.
May 13, 2020, 10:30 am
Joined: Dec 19, 2018
Occupation: Pharmacy Tech
Location: USA
Interests: ZZT, Roleplaying,
Posts: 37
How about a keyword - ie; "a fir chest with a curious triangular lock"
Energizer - you are invincible
ZZT @narchists unite! Turn off the dark, get free money, defeat death itself!
May 13, 2020, 3:10 pm
Joined: Dec 14, 2017
Occupation: Student
Location: Finland
Posts: 224
Yeah, but a bit too obvious. Maybe you could adapt the Search function? Like if you search near a door, you can get a prompt that it is trapped. Maybe add a perception check too, so doors made out of hard material have traps that are harder spot
May 15, 2020, 4:28 pm
Joined: Jul 31, 2009
Occupation: Kiwi farmer
Location: Van down by the river
Interests: Ornamental carnivorous plants
Posts: 67
I could do without any corona references. There was a game I used to like from the early nineties that referred to things like scud missiles all the time. I imagine it's aged quite poorly. Capitalism/communism and coke/Pepsi style references are timeless.

I've always wanted to use stethoscopes to check doors for traps.

Also could poison be non-corrosive? My sweet steel dagger of venom turned out to be kinda useless. Also it's a pain to navigate Aslona, not sure why there's not a front door into town or an obvious way to find the wizard and the guy with the prince quest.
May 15, 2020, 4:31 pm
Joined: Jul 31, 2009
Occupation: Kiwi farmer
Location: Van down by the river
Interests: Ornamental carnivorous plants
Posts: 67
Super happy with the new quests by the way, it's great to play this game unsure what to expect again. Whichever of you guys are putting all this work in lately, you're doing a great job.
May 16, 2020, 1:53 am
Joined: Apr 2, 2014
Occupation: Navastating
Location: Aslona
Posts: 764
Stihdjia wrote
Also could poison be non-corrosive? My sweet steel dagger of venom turned out to be kinda useless.

Yeah, I found that out recently, too. Poison should probably be non-corrosive.
May 16, 2020, 8:35 am
Joined: Dec 2, 2007
Location: New Attnam
Interests: bananas
Posts: 2,299
I agree with non-corrosive poison

Also agree that ‘s’earching for booby trapped doors makes the most sense

I would like to see a way to disarm regular traps too, so I don’t think a disarm key makes sense. Currently all you can really do is kick them or set off an earthquake

I can’t think of any existing command that would make sense so it might have to be a new command. It should have a chance of setting the trap off based on your dexterity.
May 16, 2020, 6:25 pm
Joined: Jul 31, 2009
Occupation: Kiwi farmer
Location: Van down by the river
Interests: Ornamental carnivorous plants
Posts: 67
The crafting menu already allows the player to "disarm" spider webs. Maybe dismantling could contextually detect nearby seen traps (or any item within reach), like dipping detects nearby fountains.
May 16, 2020, 9:00 pm
Ex-Tyrant of the IVANers


Joined: Dec 8, 2007
Occupation: Junior Scientist
Location: Not California
Interests: Physics and Astronomy, Exoplanets, Singing praise to Valpurus while smashing skulls with a bloody warhammer, Jogging
Posts: 2,920
Using a key in a lock should disarm any associated traps. Also, personally, I think only locked doors should have traps, but idk... it is IVAN - random death is part of the !FUN!
"Put more stuff in the... thing where... more stuff goes in."
May 21, 2020, 11:02 am
Joined: Dec 19, 2018
Occupation: Pharmacy Tech
Location: USA
Interests: ZZT, Roleplaying,
Posts: 37
Random items, stats, and attribute changes tied to certain character names.

Name your character after certain dictators and you spawn with high Charisma but crappy Int
Name yourself Homer Simpson and spawn with crappy Int, ton of bottles of Vodka and better Arm Strength.
Name yourself Harry Potter and have lower Endurance but higher Mana.

Oh, the FUN we could have with this one! Shoutout City!
Energizer - you are invincible
ZZT @narchists unite! Turn off the dark, get free money, defeat death itself!
May 26, 2020, 9:20 am
Joined: Dec 19, 2018
Occupation: Pharmacy Tech
Location: USA
Interests: ZZT, Roleplaying,
Posts: 37
How about this one - going up on the worldmap to go to a unique dungeon?

Would require the Belt of Levitation or the Levitating status, and instead of 'walls' if you fall off the clouds and don't have either, you instantly "fall to your doom" with no saving throw, similar to drowning.
Energizer - you are invincible
ZZT @narchists unite! Turn off the dark, get free money, defeat death itself!
May 27, 2020, 5:47 am
Joined: Sep 8, 2010
Occupation: Petty Functionary
Location: Drinking pea soup in the world map
Interests: Mangoes
Posts: 1,216
Dark-Star2018 wrote
How about this one - going up on the worldmap to go to a unique dungeon?

Would require the Belt of Levitation or the Levitating status, and instead of 'walls' if you fall off the clouds and don't have either, you instantly "fall to your doom" with no saving throw, similar to drowning.

This... ...is actually pretty workable. All it needs is a separate second world map, let's call it "cloud map", and we'll be away laughing.
Batman? wrote
its been so long since i had gotten that far i didnt think it through. arrrr!!!!!!
May 27, 2020, 6:49 am
Joined: Apr 2, 2014
Occupation: Navastating
Location: Aslona
Posts: 764
fejoa wrote
This... ...is actually pretty workable. All it needs is a separate second world map, let's call it "cloud map", and we'll be away laughing.

Or if we wanted just one dungeon to be found in the clouds, we could add something like a random chance that instead of this message, game::TryTravel() to that cloud dungeon will be called. Though exiting that dungeon would then need to be special cased, if you were able to enter it from any location on worldmap, otherwise the game might get confused where to put you on the worldmap once you get out.
May 27, 2020, 9:21 am
Joined: Dec 17, 2007
Occupation: Taking Names, Formerly Kicking Ass
Location: New Jersey
Posts: 991
didnt one of the Might and Magic games from the 90's have a level set in the clouds?
Booooooooooo!
May 27, 2020, 5:28 pm
Joined: Sep 8, 2010
Occupation: Petty Functionary
Location: Drinking pea soup in the world map
Interests: Mangoes
Posts: 1,216
Batman? wrote
didnt one of the Might and Magic games from the 90's have a level set in the clouds?

Yep, one of the Heroes of Might and Magic 3 expansions IIRC.
Batman? wrote
its been so long since i had gotten that far i didnt think it through. arrrr!!!!!!
Jump to