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| author | historia <[not public]> | 2026-06-21 22:19:17 -0400 |
|---|---|---|
| committer | historia <[not public]> | 2026-06-21 22:19:17 -0400 |
| commit | a3ae1e6aad696f584d138d9363c05dedff136a65 (patch) | |
| tree | 81e615f7227bc9d1ec79ceefc7311ecde917b074 /worldbuilding_guide/hidden_objects.md | |
| parent | 84072ffe6365ad57c4976e9272762aa6db41de7e (diff) | |
| download | thehouseoficarus-a3ae1e6aad696f584d138d9363c05dedff136a65.tar.gz | |
feat: safespot system implemented
Diffstat (limited to 'worldbuilding_guide/hidden_objects.md')
| -rw-r--r-- | worldbuilding_guide/hidden_objects.md | 12 |
1 files changed, 12 insertions, 0 deletions
diff --git a/worldbuilding_guide/hidden_objects.md b/worldbuilding_guide/hidden_objects.md index 39030d8..24fd6bc 100644 --- a/worldbuilding_guide/hidden_objects.md +++ b/worldbuilding_guide/hidden_objects.md @@ -24,5 +24,17 @@ Room description hints at it: description: "A dusty corridor. One of the wall stones looks slightly out of place." ``` +### Safespot Objects + +Safespot objects should always be `hidden: true`. They only become visible in `look` when the player's effective safespot tier meets the object's `safespot.tier` requirement. This creates a natural discovery mechanic: completing quests and achievements reveals new coverage opportunities. + +Players can discover safespots by: +- Reading room descriptions for hints +- Trying `hide <object_name>` (name matching works even for hidden objects) +- Using `look <object>` once they know the name +- Gaining tier through progression, which reveals safespots in `look` + +See [Safespots](objects.md#safespots) for the full YAML format. + --- |
