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Forcecrusher has doors. If they are open, then can be closed and if they're closed they can be opened, assuming the actor is smart enough. They can also be kicked which makes a loud noise, alerting most of the dungeon. Kick a door enough and it will break, open?, "die". Doors have health like anything else and when that health reaches 0 they die. The sprite is changed to a corpse and they become unblocking. You can pick them up, wield them, wear them, throw them. They become just another corpse on the ground.

I spent some time exploring door states like "ajar" where a door isn't really open or closed. Rats's that can't open a closed door are able to squeak through one that's ajar. So, it's an easier door to open. Not really a compelling mechanic... An obvious candidate for the cutting room floor. Next I started looking into jammed and locked. Far more interesting from a mechanics perspective but reliant on much larger systems. A locked door is really just a lock that must be dealt with before reaching the door, and a jammed door must be jammed by some mechanism - similar to locks (which should also be jammable) but required a different skill check.

Regardless, it quickly became clear that I was deep down a rabbithole of my own making. Rather than attempt to force a simplified version of doors, I bailed entirely. If I'm to have locked doors, I should implement locks instead. If I am to have jammed doors, I need to build some UI for jamming and unjamming a mechanism. Hold on, are doors just a mechanism?

Oh, god... how deep is this rabbit hole?

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