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1.1 root 1: Things to add to sample DDL dungeon:
2:
3: A point to the whole thing.
4:
5: A redressing of the Temple to Elbereth. The Tolkien reference
6: is pointless. There should be more motifs of paganism
7: throughout the area (which is why the locals burned the place).
8:
9: In fact, depending on your philosophical/political bent, you
10: could have the original owner of the house being held prisoner
11: by the local Calvinists in the church up the road. Your
12: mission is to rescue him. Your "score" can be used to
13: purchase some useful item rather than being an end in itself.
14:
15: The forest and cornfields are pointless. Something should
16: be done about that.
17:
18: The sandy beach should lead to some caverns which ultimately
19: get you to a large lake. Somehow, the ship should be
20: removed from the Bottle for transit on this lake. (I'd hate
21: to Shrink again, tho). For example, maybe the innocent-looking
22: lake is really filled with deadly acid, which even burns
23: through the Bottle. So you toss the bottle into the lake
24: and suddenly freed, the magic ship grows, extends a gangplank...
25: Of course, there may be something else aboard, too.
26:
27: Getting the Globe into those caves should be problematical.
28:
29: The Glowing crystal shouldn't be the only one that only works
30: a limited number of times.
31:
32: Another mechanism for getting that hole into the ice would
33: be nice. The Saw is too general a tool.
34: (DONE. Present version has you dropping a heavy
35: object onto the ice. A useless heavy object is
36: available)
37:
38: Speaking of general tools, what's the knife for?
39:
40: Beyond the icy lake lives a cavebear. When you leave
41: your junk lying around for too long on the lake, he comes
42: by and swipes stuff (driven by a fuse). He leaves footprints,
43: but finding him and subduing him should be another problem.
44: Some fillip should be added for him to be more than just
45: a recostuming of the Pirate.
46:
47: The riverbed should go somewhere. There's that deadly lake,
48: of course.
49:
50: The caverns above the really DARK caverns probably adjoin
51: the Sandy Beach system somehow.
52:
53: The Dark Caves should have some point.
54:
55: The mural really leads to a desert (under some circumstances).
56: In the desert, the "hwy8" trick can be extended for 2-d movement.
57: Crossing before thirst sets in should be the problem. A
58: water-detector (you're getting warmer...colder...right here!)
59: should be available in the basement. Crossing the desert
60: should lead to a ruined city, with some stuff, then a road,
61: back to ... highway 8 ( a *long* way down the road).
62:
63: More treasure! More treasure! Greed!!!
64:
65: Player should have to SAY something somewhere, to demonstrate
66: that feature. Better be simple, tho.
67: (DONE. Current incantation is "ShaZam")
68:
69: For elegance, the BEAM and GRAB (and maybe a new PROP command
70: to turn on some object property) should only work if you do
71: some simple Wizardly trick. It should let you know you've
72: done this. This trick should be revealed within the game
73: to cognescenti.
74: (DONE. Say Shazam. Also, the GLOW and Open tricks
75: have been added)
76:
77: While each crystal is worth $25, there should be some stunt
78: that involves using the explosive power of destroying a crystal.
79: Say, an indestructible chamber in which one of the crystals
80: is placed. Push a button, and the contents are normally reduced
81: to powder. Put a crystal in, and the power of the explosion drives
82: some kind of mechanism/magic that provides more treasure. Or,
83: now that the crystal can be broken harmlessly, maybe a small
84: fragment remaining can be placed into some small aperture
85: that obviously requires a crystal, thus triggering some mechanism.
86: Some harmless stone or something should be made available to
87: the player to demonstrate the crusher's use. It's a crock in
88: even Zork that you sometimes have to die or destroy treasure
89: to test things out.
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