Jump to content
The Dark Mod Forums

Lock Picking


TazmanianDevil

Recommended Posts

Oh, if only the public forum browsers could see the discussions that go on behind the scenes about this and so many other topics...

 

Anyway, yes, the ability to have non-pickable doors is important. Actually, this did happen in TDS. I've recently played the Keeper Compound and there are even two examples in that map - the passage to the lower area with Caduca's quarters (required a trigger), and the passage to Orland's chambers (required a Keeper ring). Ah, or some reason I'll never forget the one door in.. I believe it's Constantine's place? In the garden area, greenhouse if I remember correctly, there was a short stairwell down with a locked door at the bottom of it. I searched for that key forever before I found out what it was about. Such a sense of intrigue and mystery from such a simple thing... really makes the mind wander and fantasize. Oh the memories. :)

 

Yes, non-pickable doors are very important, and were some of the best moments in Thief.

 

For the record, I love the lockpicking in TDS (aside from the animation suck in/lock).

Link to comment
Share on other sites

hehe i am actually privy to these background discussions as Dram, my brother, is on the team.

 

The problem i thought with T:DS lockpicking was that it was great and fun of itself, but then it didnt quite fit in right. Lockpicking doors wasnt entirely convincing, and not being able to lockpick doors seemed even more artificial. The use of keys was also very unsatisfying. That among other reasons is why T3 kept impassable doors to a minimum. And obviously as has been said thats too large a sacrifice.

 

Itll be interesting to see what approach you guys take to keep both the oddities and subjective effect's of this world satisfied.

Link to comment
Share on other sites

There will be some doors that cannot be picked, as that's an important feature in map-building, giving the FM author ways to ensure a player doesn't get to a particular area until he's been somewhere else first.  As for cycling through keys, we haven't really decided yet.  That's a small issue that can be decided later.

Well, you could have both of them: Just have an option "Auto-select proper key" :-) That would satisfy occosianal players and hardcore looters.

 

And for the record: pickable doors and keyring-rotating _are_ an tension-device - you sit there, probably in the light, make noises and just hope that no guard comes around the corner (on that flush carpet where you cannot hear him) and then begin to sweat and then to fumble. So, picking is essential, and if it is something that you can actually influence (e.g. learn to be better at either by having skillpoints or doing it manually with clues) than the better. I would like the feeling to "beat" a door in 10 seconds when it took me 40 when I tried it first. (Or to select the right key because I actually remember that the small golden key fits the church's sidedoor :)

 

Oh, and of course, Thief is all about having more than one way, so people who don't like lockpicking (even on auto-mode) can find & use a key, bash the door, bribe the guard, steal a key, go through the secret backdoor, or just find any other way :-P

 

My 0.02€

 

Tels

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • OrbWeaver

      Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
      · 7 replies
    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
    • The Black Arrow

      I wanna play Doom 3, but fhDoom has much better features than dhewm3, yet fhDoom is old, outdated and probably not supported. Damn!
      Makes me think that TDM engine for Doom 3 itself would actually be perfect.
      · 6 replies
    • Petike the Taffer

      Maybe a bit of advice ? In the FM series I'm preparing, the two main characters have the given names Toby and Agnes (it's the protagonist and deuteragonist, respectively), I've been toying with the idea of giving them family names as well, since many of the FM series have named protagonists who have surnames. Toby's from a family who were usually farriers, though he eventually wound up working as a cobbler (this serves as a daylight "front" for his night time thieving). Would it make sense if the man's popularly accepted family name was Farrier ? It's an existing, though less common English surname, and it directly refers to the profession practiced by his relatives. Your suggestions ?
      · 9 replies
    • nbohr1more

      Looks like the "Reverse April Fools" releases were too well hidden. Darkfate still hasn't acknowledge all the new releases. Did you play any of the new April Fools missions?
      · 5 replies
×
×
  • Create New...