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patterns:container [2011/06/12 22:00]
Gillian Smith created
patterns:container [2011/06/12 22:01] (current)
Gillian Smith [Description]
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 A container holds [[patterns:​item|items]]. Containers can be several different objects, like wardrobes, chests, barrels, crates, etc and hold a wide range or just a single item. In general, the more work a player has to do to get to a container, the better the items inside will be. A container might need a [[patterns:​lock|key]] or a [[patterns:​skill_action|skill check]] to open.  A container holds [[patterns:​item|items]]. Containers can be several different objects, like wardrobes, chests, barrels, crates, etc and hold a wide range or just a single item. In general, the more work a player has to do to get to a container, the better the items inside will be. A container might need a [[patterns:​lock|key]] or a [[patterns:​skill_action|skill check]] to open. 
  
-Containers are often used as rewards at the end of levels, or to make a room seem more useful and interesting to a player. As long as an otherwise empty room has at least one container, the player will feel that room has some purpose (e.g. it might be a [[patterns:​storage_room|storage room]]. Containers with good items are used to reward the player for progressing to the container'​s location, for finding the right key, or for getting their skills high enough.+Containers are often used as rewards at the end of levels, or to make a room seem more useful and interesting to a player. As long as an otherwise empty room has at least one container, the player will feel that room has some purpose (e.g. it might be a [[patterns:​storage_room|storage room]]). Containers with good items are used to reward the player for progressing to the container'​s location, for finding the right key, or for getting their skills high enough.
  
 =====Variables===== =====Variables=====
  
   * **Number of items in container** (//Zero <-> Several//): often determines how beneficial the container is to the player, although some containers (usually those that are locked) contain individual [[patterns:​item|items]] that are very useful.   * **Number of items in container** (//Zero <-> Several//): often determines how beneficial the container is to the player, although some containers (usually those that are locked) contain individual [[patterns:​item|items]] that are very useful.
-  * **Difficulty of opening** (//​Unlocked,​ locked with key, locked with skill, locked with puzzle): Unlocked means there'​s no barrier of entry, locked with a key requires the player to find a very specific key to get the items inside, locked with skill means the player must have his or her skills at a certain point to access the items, locked with puzzle requires the player to solve a puzzle before getting the items.+  * **Difficulty of opening** (//​Unlocked,​ locked with key, locked with skill, locked with puzzle//): Unlocked means there'​s no barrier of entry, locked with a key requires the player to find a very specific key to get the items inside, locked with skill means the player must have his or her skills at a certain point to access the items, locked with puzzle requires the player to solve a puzzle before getting the items.
  
 =====Examples===== =====Examples=====
patterns/container.1307916029.txt.gz ยท Last modified: 2011/06/12 22:00 by Gillian Smith
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