Yes, locks has been brought up in various forms from the very start, I think.
The issue with them is that there are so many possible variants that players might want to have:
- Locks requiring a pass phrase
- Locks requiring the character being on a white list
- Locks that can be locked from the target room (and needs to be auto-unlocked on an empty room)
- Locks requiring an item or tag
- Locks that propagates a message (like @Scarlet_Himari suggested), or those that do not.
- etc.
So, in the end, I felt I’d rather have that solved by the “scripting feature” that I hope to build. I mentioned it under LUA scripting in this topic:
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