Difference between revisions of "RL Terrain"

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By R.Dan Henry (wikied by abcgi - with permission)
By [[R Dan Henry|R.Dan Henry]] (wikied by abcgi - with permission)
(And now slightly improved for the web by the original author.)
(And now slightly improved for the web by the original author.)


<pre>
Inspired by the "Of bottomless pits and invisible walls" thread awhile
Inspired by the "Of bottomless pits and invisible walls" thread awhile
ago, I did some thinking about the types of effects different types of
ago, I did some thinking about the types of effects different types of
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parentheses.
parentheses.


Movement Effects:
;Movement Effects:
normal movement (default)
*normal movement (default)
slows movement (mud)
*slows movement (mud)
speeds movement (faerie path)
*speeds movement (faerie path)
        blocks incoming movement (wall)
*blocks incoming movement (wall)
        prevents outgoing movement (tar pit, bear trap)
*prevents outgoing movement (tar pit, bear trap)
randomizes movement (oil slick, ice)
*randomizes movement (oil slick, ice)
teleport (typically a trap effect, often a "terrain" in RLs)
*teleport (typically a trap effect, often a "terrain" in RLs)
changes level (trap door)
*changes level (trap door)
movement is more or less tiring (increases hunger rate or use
*movement is more or less tiring (increases hunger rate or use of fatigue; likely an alternative to speed changes)
of fatigue; likely an alternative to speed changes)
*modifies stealth (squeaky floor, pillows)
modifies stealth (squeaky floor, pillows)


Character Effects:
;Character Effects:
causes damage [amount, type] (lava)
*causes damage (lava)
causes status changes (desert makes you "overheated", tall
*causes status changes (desert makes you "overheated", tall grass makes you "hidden" if small)
grass makes you "hidden" if small)
*grants experience (first time on terrain is a new experience)
grants experience (first time on terrain is a new experience)
*drains stats, experience, fatigue points, etc. (unholy ground)
drains stats, experience, fatigue points, etc. (unholy ground)
*increase/decrease hunger, thirst, regeneration rate(s) (desert increases thirst counter rate)
increase/decrease hunger, thirst, regeneration rate(s)
*racial (or class) bonus/penalty (Elf gets +10 to actions in forest terrain, Rogue gets +10 on city street terrain)
(desert increases thirst counter rate)
*religious influences (piety does not time out for worshipers of Sea God while on ocean terrain, prayer bonus on holy ground)
racial (or class) bonus/penalty (Elf gets +10 to actions in
forest terrain, Rogue get +10 on city street terrain)
religious influences (piety does not time out for worshippers
of Sea God while on ocean terrain, prayer bonus on holy ground)


Item Effects:
;Item Effects:
destroys items (lava, ice)
*destroys items (lava, ice)
(dis)enchants items (mana node)
*(dis)enchants items (mana node)
curses/blesses item (holy ground)
*curses/blesses item (holy ground)
damages item [corrosion, mildew, durability points lost]
*damages item (swamp terrain makes scrolls mildew)
(swamp terrain makes scrolls mildew)
*preserves item (ice causes food to decay slower)
polymorphs item (lava cooks dropped food, ice turns potions
*polymorphs item (lava cooks dropped food, ice turns potions to frozen potions)
to frozen potions)


Combat Effects:
;Combat Effects:
improve/decrease evasion or attack (mud reduces evasiveness)
*improve/decrease evasion or attack (mud reduces evasiveness)
blocks missiles (wall)
*blocks missiles (wall)
hinders missiles (firing through brush reduces chance to hit)
*hinders missiles (firing through brush reduces chance to hit)
aids missiles (firing into death zone terrain doubles damage)
*aids missiles (firing into death zone terrain doubles damage)
destroys missiles (firing over lava destroys arrows)
*destroys missiles (firing over lava destroys arrows)
special effects (if hit on ice, chance to slip and fall)
*special effects (if hit on ice, chance to slip and fall)
elemental attacks influenced (ice bolt over lava loses
*elemental attacks influenced (ice bolt over lava loses strength)
strength)


Other Effects:
;Light Effects:
block LOS (wall)
*blocks light (wall)
self-illuminating (lava)
*distorts light (prism)
subject to change (dry grass may burn, low ground may flood)
*translucent ("frosted" glass)
encounter types (monster, item generation keyed to terrain)
*transparent (glass, invisible wall)
obvious or not (quicksand and traps hidden)
*colored and transparent (makes color identification difficult)
summoning effects (brambles produce ticks)
*self-illuminating (lava)
spell-casting boni/penalties/mods (healing is more effective
 
on holy ground)
;Other Effects:
*subject to change (dry grass may burn, low ground may flood)
*encounter types (monster/item generation keyed to terrain)
*hidden (quicksand and traps)
*summoning effects (brambles might produce ticks)
*spell-casting boni/penalties/mods (healing is more effective on holy ground)


These effects can be automatic, optional (set off/avoid known trap),
These effects can be automatic, optional (set off/avoid known trap),
Line 75: Line 72:
R. Dan Henry
R. Dan Henry
danhenry@inreach.com
danhenry@inreach.com
</pre>
 


[[Category:Articles]]
[[Category:Articles]]

Latest revision as of 14:24, 13 January 2015

By R.Dan Henry (wikied by abcgi - with permission) (And now slightly improved for the web by the original author.)

Inspired by the "Of bottomless pits and invisible walls" thread awhile ago, I did some thinking about the types of effects different types of "terrain" can have in a roguelike. Of course, as usual with such lists, using all of these effects in one game would be... well, probably too much of a good thing. Possible example applications in parentheses.

Movement Effects
  • normal movement (default)
  • slows movement (mud)
  • speeds movement (faerie path)
  • blocks incoming movement (wall)
  • prevents outgoing movement (tar pit, bear trap)
  • randomizes movement (oil slick, ice)
  • teleport (typically a trap effect, often a "terrain" in RLs)
  • changes level (trap door)
  • movement is more or less tiring (increases hunger rate or use of fatigue; likely an alternative to speed changes)
  • modifies stealth (squeaky floor, pillows)
Character Effects
  • causes damage (lava)
  • causes status changes (desert makes you "overheated", tall grass makes you "hidden" if small)
  • grants experience (first time on terrain is a new experience)
  • drains stats, experience, fatigue points, etc. (unholy ground)
  • increase/decrease hunger, thirst, regeneration rate(s) (desert increases thirst counter rate)
  • racial (or class) bonus/penalty (Elf gets +10 to actions in forest terrain, Rogue gets +10 on city street terrain)
  • religious influences (piety does not time out for worshipers of Sea God while on ocean terrain, prayer bonus on holy ground)
Item Effects
  • destroys items (lava, ice)
  • (dis)enchants items (mana node)
  • curses/blesses item (holy ground)
  • damages item (swamp terrain makes scrolls mildew)
  • preserves item (ice causes food to decay slower)
  • polymorphs item (lava cooks dropped food, ice turns potions to frozen potions)
Combat Effects
  • improve/decrease evasion or attack (mud reduces evasiveness)
  • blocks missiles (wall)
  • hinders missiles (firing through brush reduces chance to hit)
  • aids missiles (firing into death zone terrain doubles damage)
  • destroys missiles (firing over lava destroys arrows)
  • special effects (if hit on ice, chance to slip and fall)
  • elemental attacks influenced (ice bolt over lava loses strength)
Light Effects
  • blocks light (wall)
  • distorts light (prism)
  • translucent ("frosted" glass)
  • transparent (glass, invisible wall)
  • colored and transparent (makes color identification difficult)
  • self-illuminating (lava)
Other Effects
  • subject to change (dry grass may burn, low ground may flood)
  • encounter types (monster/item generation keyed to terrain)
  • hidden (quicksand and traps)
  • summoning effects (brambles might produce ticks)
  • spell-casting boni/penalties/mods (healing is more effective on holy ground)

These effects can be automatic, optional (set off/avoid known trap), allow a saving throw or skill roll of some kind, or vary based on factors like species (spiders on webs), movement mode (flying over mud), intrinsics, items, statuses (drowning may depend on burden status) or skills (if you have Swimming you don't drown). Some of these suggestions are fairly exotic, but could be just the things for the right game.

R. Dan Henry danhenry@inreach.com