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Lockpicking Prototype v0.9
Simple prototype of lockpicking system. Currently the whole project serves only as proof of concept.
In this little sandbox you can easily test every mechanic that is related to lockpicking system.
Every room with chests represents one type of locks (with lock getting harder every two chests) and you can lockpick/open/close each one of those.
In the big room there is tool table that allows you to create keys and replenish lockpicks if you break the ones you already have.
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Idea is to have system similar to Gothic series/Risen 1 lockpicking but with more emphasis on player skill instead PC abilities unlocking.
So what is different in my version?
- There is no skill to unlock, from the start you know how to open locks.
- Difficulty of the lock depends on lock combination length and pattern a lock have
- Each type of lock determines different chest sprite - knowing what chest you are opening is valuable information
- No memorisation, you learn what pattern each lock type have, no specific combinations.
- No random chance
- Lockpick breaks only if you make a mistake at the same combination step twice, to punish recklessness.
- You can also open locks by force (but only low level ones) or by key
- With key you can also close the chest (if you need to cover your tracks or plant some item inside)
- You can create keys at special table, with every combination you want, or steal them from owners
Skilled lockpicker can quickly loot whole floor full of chests with only one lockpick and/or set of keys.
TODO:
- add opening locks by force
- work on more consistent key mapping