burli wrote:I don't want to dig down so deep. I want other methodes to change the difficulty.
I don't want to clone Minecraft, but some things are good, like something that is called "Regional difficulty". If the player stays at the same area for a while the mobs get stronger and the spawn rate is higher. I also want to add XP and a level. Each level the mobs get a little bit stronger. I also like the idea that mobs can pick up items. And if it is a weapon or armor the mob can use the item.
You could do all of that the same way I did the depth changes. You could even let the individual monsters gain levels slowly. (Of course, you're wasting most of the playing space.) If you do levels though, you have to have preset higher level areas. Otherwise junior characters are going to get stomped when the level of their area changes. And there's no obvious way to tell what level a monster is, since their F5 text doesn't change after they're created (annoying).
If I were going to do that, I'd probably have to base the level regions on noise and plant markers like skulls every so often. The more skulls you see, the higher the level. That would at least give people some warning. You could plant stock bones, confusing people on corpse runs (hilarious).
The goblins are assumed to be using weapons and tools, they're just not visible until they die. When would there be weapons and armor lying around for monsters to pick up anyway?
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