Forum Replies Created
…And carried-over treasure maps only return error messages on the new world!
OK, I just beat the game. Here are some final thoughts:
• “You are no where near the treasure” should be “nowhere.”
• Trapdoor spiders should not appear in the water.
• The Bullboat, if at all possible, should not be usable in a closed body of water, or underground. I beat the game in a shallow pool in the middle of a desert.
Additionally (another bug report), is there any way to prevent a lit torch’s decay from resetting when you throw it away and pick it back up?
Not sure where to report bugs, and I don’t want to start yet another thread.
Attempting to repair a golden sword returns an error.
Wonderful, thanks for the response. As it happens, I have some more suggestions, with regards to daylight and fire, that should be reasonably easy to implement:
• The light outside should redden around dawn and dusk. And the dusk and dawn should be a bit more brief, following a realistic daily curve.
• When inside a cave, the cave entrance should act as a light source, with an intensity based on the light level outside.
• An open flame should illuminate its surroundings based on its intensity.
• Perhaps, while outside, the player character could have a small shadow with a length, darkness, and direction based on the time of day. Ideally, every tile with “height” should have this, but I can see how this could be a drain on both developer time and browser response.
I have a substantial background in physics and astrophysics, so I can give you RGB values or even a function to give realistic values, if you don’t care to do it yourself.
• Rather than “A Poor Axe” could the name be something like, “Simple Axe” or “Stone Axe”? That way you won’t have “remarkable poor” items. “A” should be removed from item titles in general anyway, to avoid awkward statements on your log.
• When I throw dirt onto shallow water, and dig it up, there is only dirt underneath. Is there a way to have the tile remember that there was water underneath it? Or to have a tile increase its “turn to water” probability when you dig it depending on how close you are to the ocean, or something?
• I’m not sure this is implemented, but if a remarkable pole is used to build, let’s say, a hammer, it should increase the probability that the hammer will be remarkable.