From 9d4b799db4868bcab291b83599ff088763cd4ed6 Mon Sep 17 00:00:00 2001 From: historia <[not public]> Date: Wed, 24 Jun 2026 20:58:25 -0400 Subject: feat: new type of non-violent 'combat': work --- worldbuilding_guide/hidden_objects.md | 40 ----------------------------------- 1 file changed, 40 deletions(-) delete mode 100644 worldbuilding_guide/hidden_objects.md (limited to 'worldbuilding_guide/hidden_objects.md') diff --git a/worldbuilding_guide/hidden_objects.md b/worldbuilding_guide/hidden_objects.md deleted file mode 100644 index 24fd6bc..0000000 --- a/worldbuilding_guide/hidden_objects.md +++ /dev/null @@ -1,40 +0,0 @@ -## Hidden Objects - -Objects with `hidden: true` don't appear in the room's object listing. Players discover them by reading room descriptions or trying commands. The object is still fully interactable — `push gate`, `look gate`, etc. - -```yaml -# data/objects/secret_lever.yaml -id: secret_lever -name: stone lever -hidden: true -description: "A cleverly concealed lever behind a loose stone." -use_interactions: - - condition: - flag: secret_passage_open - value: true - not: true - message: "You pull the lever. A grinding sound echoes from the east." - action: - set_flags: - secret_passage_open: true -``` - -Room description hints at it: -```yaml -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 ` (name matching works even for hidden objects) -- Using `look ` once they know the name -- Gaining tier through progression, which reveals safespots in `look` - -See [Safespots](objects.md#safespots) for the full YAML format. - ---- - -- cgit v1.2.3