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📄 sample.ideas

📁 <B>Digital的Unix操作系统VAX 4.2源码</B>
💻 IDEAS
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Things to add to sample DDL dungeon:	A point to the whole thing.	A redressing of the Temple to Elbereth.  The Tolkien reference	is pointless.  There should be more motifs of paganism	throughout the area (which is why the locals burned the place).	In fact, depending on your philosophical/political bent, you	could have the original owner of the house being held prisoner	by the local Calvinists in the church up the road.  Your	mission is to rescue him.  Your "score" can be used to	purchase some useful item rather than being an end in itself.	The forest and cornfields are pointless.  Something should	be done about that.	The sandy beach should lead to some caverns which ultimately	get you to a large lake.  Somehow, the ship should be	removed from the Bottle for transit on this lake. (I'd hate	to Shrink again, tho).  For example, maybe the innocent-looking	lake is really filled with deadly acid, which even burns	through the Bottle.  So you toss the bottle into the lake	and suddenly freed, the magic ship grows, extends a gangplank...	Of course, there may be something else aboard, too.	Getting the Globe into those caves should be problematical.	The Glowing crystal shouldn't be the only one that only works	a limited number of times.	Another mechanism for getting that hole into the ice would	be nice.  The Saw is too general a tool.		(DONE.  Present version has you dropping a heavy		 object onto the ice.  A useless heavy object is		 available)	Speaking of general tools, what's the knife for?	Beyond the icy lake lives a cavebear.  When you leave	your junk lying around for too long on the lake, he comes	by and swipes stuff (driven by a fuse).  He leaves footprints,	but finding him and subduing him should be another problem.  	Some fillip should be added for him to be more than just 	a recostuming of the Pirate.	The riverbed should go somewhere.  There's that deadly lake,	of course.	The caverns above the really DARK caverns probably adjoin	the Sandy Beach system somehow.	The Dark Caves should have some point.	The mural really leads to a desert (under some circumstances).	In the desert, the "hwy8" trick can be extended for 2-d movement.	Crossing before thirst sets in should be the problem.  A	water-detector (you're getting warmer...colder...right here!)	should be available in the basement.  Crossing the desert	should lead to a ruined city, with some stuff, then a road,	back to ... highway 8 ( a *long* way down the road).	More treasure!  More treasure!  Greed!!!	Player should have to SAY something somewhere, to demonstrate	that feature.  Better be simple, tho.		(DONE.  Current incantation is "ShaZam")	For elegance, the BEAM and GRAB (and maybe a new PROP command	to turn on some object property) should only work if you do	some simple Wizardly trick.  It should let you know you've	done this.  This trick should be revealed within the game	to cognescenti.		(DONE.  Say Shazam.  Also, the GLOW and Open tricks		 have been added)	While each crystal is worth $25, there should be some stunt	that involves using the explosive power of destroying a crystal.	Say, an indestructible chamber in which one of the crystals	is placed.  Push a button, and the contents are normally reduced	to powder.  Put a crystal in, and the power of the explosion drives	some kind of mechanism/magic that provides more treasure.  Or,	now that the crystal can be broken harmlessly, maybe a small	fragment remaining can be placed into some small aperture	that obviously requires a crystal, thus triggering some mechanism.	Some harmless stone or something should be made available to	the player to demonstrate the crusher's use.  It's a crock in	even Zork that you sometimes have to die or destroy treasure	to test things out.

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