#Direct Player Interactive Torches

8 messages · Page 1 of 1 (latest)

opal citrus
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why is your screenshot kinda 3D lol

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I think the change would be kinda unnecessary and would only break existing maps

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we've been using torches as a switch with less player interference for a while now

opal citrus
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the issue with having an option for it would be that it would be unpredictable to players

delicate anchor
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maybe a campfire item. campfires can be toggles, but torches cant. but that would definitely break dungeons that way round

split cloak
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unpredictability has to be handled very carefully I feel. Pots and skulls in this game so signal when there's something in them, but the player has no way of predicting what it is. Pushable blocks don't tell you if they can be pushed and which ways, but the player knows when they see those blocks that it's possible they could be pushed. there are things makers can do to make lots of innocuous items unpredictable. for example, tie a condition to breaking a random pot in the room that lets you win. it's unpredictable, but that doesn't make it good and I'd discourage makers from doing things like that.

Torches are already some of the more complex objects in the game, having interactions with fire, wind, traps and certain enemies, their own special condition (all torches lit), deciding illumination for the room, etc. etc., so while some things in the game benefit from being unpredictable in certain ways, I think that torches are complex enough as is and it would be a bad idea to change their functionality in this way. to me, this would not create intrigue, it would just make me wary of torches as a player and maker because of their lack of reliable communication and function. hope that helps the discussion ❤️

delicate anchor
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kinda reminds me how without any communication, many makers just established "red pot = explosive" lmao

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and now its wierd to find a red pot that doesnt explode