Dungeon nagivation: New spells/skills
Posted: Sun May 05, 2019 12:18 pm
Dungeons are massive in Daggerfall, at least usually they are. It gives them a certain charm: There's not many games which let you get truly lost. Forget to set a recall (if you even have it) and you could be really stuck!
That said, i wonder if certain abilities could make dungeoneering less arduous.
1) A spell called 'Find Escape' (Mysticism), which when cast opens the map, and shows a path to the exit you can follow. It doesn't have to be the quickest one, just the fastest one the algorithm can find.
2) A spell called 'Mark Path', which opens the map and shows all the areas you've already explored, highlighting areas you have not been to yet. This is probably a much more difficult effect to implement, i don't really know how you'd define boundaries and prevent secret passages from becoming too blindingly obvious (unless that would be a reason to use it).
3) A skill called 'Tracking', which does something similar to 'Mark Path' and 'Find Escape', for non-magic users. When opening the map it always shows where you've been and how to get to the exit. How this one would work? I have no idea.
4) This one might be a bit obvious: The ability to make notes on a dungeon map! Or the ability to color discovered floors with a basic brush, with 3 or 4 colors, so you can play out whipping out a map and doing everything yourself
I think the above may make dungeon delving a little more interesting for those who choose to do it, and give some more nuanced alternatives to 'just use Recall' .
That said, i wonder if certain abilities could make dungeoneering less arduous.
1) A spell called 'Find Escape' (Mysticism), which when cast opens the map, and shows a path to the exit you can follow. It doesn't have to be the quickest one, just the fastest one the algorithm can find.
2) A spell called 'Mark Path', which opens the map and shows all the areas you've already explored, highlighting areas you have not been to yet. This is probably a much more difficult effect to implement, i don't really know how you'd define boundaries and prevent secret passages from becoming too blindingly obvious (unless that would be a reason to use it).
3) A skill called 'Tracking', which does something similar to 'Mark Path' and 'Find Escape', for non-magic users. When opening the map it always shows where you've been and how to get to the exit. How this one would work? I have no idea.
4) This one might be a bit obvious: The ability to make notes on a dungeon map! Or the ability to color discovered floors with a basic brush, with 3 or 4 colors, so you can play out whipping out a map and doing everything yourself
I think the above may make dungeon delving a little more interesting for those who choose to do it, and give some more nuanced alternatives to 'just use Recall' .