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Author Topic: Messages in Adventure Mode  (Read 639 times)

Girlinhat

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Messages in Adventure Mode
« on: May 12, 2011, 03:33:29 pm »

I'd like a way to leave messages, long ones.  I want to play the part of a DM, and leave out a description of the area, what's nearby, and perhaps some clues in classic dungeon-crawler style.  The idea is to make a fort in dwarf mode, then place an adventurer outside it, and toss it on DFFD for others to enjoy the pain.  This falters a little, since I can't adequately describe some things, like describing "the sewer stretches down out of sight, but it looks like there's enough room to breath" to hint at exploration, is currently impossible.

As a stop-gap, I could make text files, and have toy items that are named as a password, so the player can find an item with a password on it, then open the text file using that code to read the description.  Sub-par, but, it works...

EmperorJon

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Re: Messages in Adventure Mode
« Reply #1 on: May 12, 2011, 03:40:16 pm »

EPIC CRAZY WORKAROUND INCOMIIIIING:

Create some custom modded creatures with vocalisation tags and imprison them in little holes in the fort, so it says 'You hear a quite voice whisper that the corridor...' etc. etc.  8)

Yeah I know. It sucks. Hmm, if only notes could be actually inscribed on slabs or whatever.
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Crioca

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Re: Messages in Adventure Mode
« Reply #2 on: May 13, 2011, 12:06:11 pm »

The real issue is that DF desperately needs a map editor; a tool, utility or mode that allows you to edit the DF worlds you generate down to the tile and object level through a GUI. So you could do things like make custom engravings with messages, as well as rearrange the terrain as you need too beyond the capabilities of fortress mode.
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The Minister

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Re: Messages in Adventure Mode
« Reply #3 on: May 13, 2011, 04:14:28 pm »

I'd like a way to leave messages, long ones.  I want to play the part of a DM, and leave out a description of the area, what's nearby, and perhaps some clues in classic dungeon-crawler style.  The idea is to make a fort in dwarf mode, then place an adventurer outside it, and toss it on DFFD for others to enjoy the pain.  This falters a little, since I can't adequately describe some things, like describing "the sewer stretches down out of sight, but it looks like there's enough room to breath" to hint at exploration, is currently impossible.

As a stop-gap, I could make text files, and have toy items that are named as a password, so the player can find an item with a password on it, then open the text file using that code to read the description.  Sub-par, but, it works...

... No way.

I was literally just going to this forum to post almost the same idea.

I had 2 ideas: 

(1) SIGNS: adventurers can create signs that could later be read by others.  This could also be mirrored in Fortress mode allowing signs to designate taverns, trade depots, levers and such.  This could add some serious flavor to forts.

(2) RETIRED ADVENTURER GREETINGS: you can retire an adventurer and have him relay a specific message when he encounters new adventurers for the first time.  It could be like the message that comes up when you encounter a named megabeast or something, but you could control it.

I think this could add another dimension to the game and get some cool succession worlds with multiple storylines going.

Ironically this allows us to create our own stories in DF worlds... something that Toady himself avoids in programming DF.  Nonetheless, I feel that some serious adventure mode fun could be had with these two simple additions.
« Last Edit: May 13, 2011, 04:17:19 pm by The Minister »
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Girlinhat

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Re: Messages in Adventure Mode
« Reply #4 on: May 13, 2011, 04:21:06 pm »

There's a lot to be said of "make your own adventure" like we have now.  Let your imagination flow and interpret situations as you see fit.  There's also a lot to be said of playing out a well made adventure.  When someone is a good writer, an essential trait to be good at making a good RPG setting, then they can share their ability and the fantastic world they create, and allow others to enjoy it.  Sure, it's fun running around killing things, but sometimes you want to play out a real dungeon with a plot and an ending, and there's no lack of imagination in the forums of creative endings.  It would add another type of play style, separate from adventure mode and fort mode, a sort of dungeon mode.