Add support for player teleportation markers
Posted: Fri Jun 24, 2022 5:40 pm
Currently, when a quest requires to teleport the player into a dungeon, Daggerfall (and Daggerfall Unity) reuse quest markers to select where the player will be spawned.
A major issue with that approach is that, while those places are located so that you can reach them from dungeon entrance (not counting bugged dungeons), there''s no guarantee that you can reach the dungeon entrance from those locations. Classic example is, you can spawn below a trapdoor that you're supposed to open first using a lever, so you're trapped.
Quest locations are also often guarded by some enemies, so the worse choice for safe teleportation targets.
It would be interesting to define a new kind of marker, "player teleportation marker", and then when the player is teleported to a dungeon first check if such markers are present then use them, otherwise use quest markers as before, for backward compatibility; That way mods could enrich existing dungeon modules with such markers, or create new dungeon modules with those markers from day 1.
As an extra refinement, player could be warned that (s)he may be trapped only if classic markers have been used, instead of being displayed unconditionally by quests (example in QP#1).
A major issue with that approach is that, while those places are located so that you can reach them from dungeon entrance (not counting bugged dungeons), there''s no guarantee that you can reach the dungeon entrance from those locations. Classic example is, you can spawn below a trapdoor that you're supposed to open first using a lever, so you're trapped.
Quest locations are also often guarded by some enemies, so the worse choice for safe teleportation targets.
It would be interesting to define a new kind of marker, "player teleportation marker", and then when the player is teleported to a dungeon first check if such markers are present then use them, otherwise use quest markers as before, for backward compatibility; That way mods could enrich existing dungeon modules with such markers, or create new dungeon modules with those markers from day 1.
As an extra refinement, player could be warned that (s)he may be trapped only if classic markers have been used, instead of being displayed unconditionally by quests (example in QP#1).