dormant levels

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Zyx
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dormant levels

Post by Zyx »

Would it be possible to set an "activity degree" for some levels or groups of levels? (and with a way to activate/deactivate them)
Example:
You may have designed a level with spawn zones, but it shouldn't do anything until discovered. And if you leave it and goes to far away levels, it should remains frozen.
This would allow better performance for huge dungeons, and what's more, should allow some sort or campaign with lots of interconnected dungeons.
I'm not sure I've been very clear in my explanations. I hope someone will understand them and developp the idea!
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George Gilbert
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Re: dormant levels

Post by George Gilbert »

This is already implemented in the engine but not configurable by the dungeon designer. Only the level that the party is on or the one directly above and below them are updated continiously.

If you want to make a specific area of a level not do anything until a party arrives then simply place a trigger before it and get that to spring it into life. Have a look at places such as the fireball room with the rives and slime devils in from CSB. That's not active until the party turns the corner before it.
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beowuuf
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Re: dormant levels

Post by beowuuf »

What happens if you throw a fireball through a teleporter to two levels or more distance, then walk through...do you get a fireball in the face?
I remember this happened many revisions ago...
Was unable to (permenantly) kill off ian_scho (Haynuus), Ameena, oh_brother (Westian), money (Falkor), raixel (Petal) and Lord_Bones (Aurek) in the DM D&D game Time's Champions!

CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
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George Gilbert
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Re: dormant levels

Post by George Gilbert »

Erm yes - you will get a fireball in the face. For performance reasons, the dungeon only updates the adjacent (and same) levels as the party. It could update them all, but then the game would run slower!

In most cases however the party only ever interacts (via pits / stairs) with these neighbouring levels, so it's not really asn issue. There are however a couple of places (from the Junction of the Ways in CSB) where the party teleports over a level and this could be a problem.

On the whole it's a tough call, but I think it's better as it is and dungeon designers should try and restrict movement to +/- 1 level rather than teleporting arround too much.
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