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So traps are finally working! We decided that killing monsters, finding secrets and looting wasn't enough excitement for dungeons, so we put in traps!

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So traps are finally working! We decided that killing monsters, finding secrets and looting wasn't enough excitement for dungeons, so we put in traps! When a trap is nearby, your sixth sense will tell you by sounding a chime and lighting up the right-hand crystal down the bottom of the viewport (as you'll see in the video). From that point on, you need to tread very carefully, as traps could be ANYWHERE, and will release the moment you step on their square.



So yeah, kinda cool, hey! Turn the volume up for extra scariness! In the demo there will be 5 different trap types:

  • Spike traps - Plunge down vicious, rusty spikes into the player, taking out a chunk of damage, but then they retract back and the trap is re-set. This trap will go off every time the player steps in that square, unless it is deactivated somehow.
  • Rock slide - Dumps rubble and debris down onto the player, causing a large amount of damage, however, this trap can only go off once. But if it's spotted, the player can attempt to deactivate it before they step into the square.
  • Pit trap - The most deadly of the mechanical traps. This trap drops the player down into a spiked pit, killing them instantly. It can, however, be deactivated if spotted first.
  • Magical Fire trap - This trap is always visible and immolates the area around it with dragon fire when it goes off, and will go off every time it is walked through unless it is deactivated.
  • Magical Gas trap - This trap is always visible and releases poisonous gas into the area around it when it goes off, and will go off every time it is walked through unless it is deactivated.

So how do you spot traps? The player will be able to check the floors and ceilings and do a trap check. If the trap check says that it's safe, you can walk through, however, players with a weak level of skill may see a square as being trap-free when it's actually dangerous! So it is in the player's best interest to train that skill.
Once a trap has been found, the player can attempt to deactivate it. However, just like trap detection, the player may THINK a trap has been deactivated when it actually is still active! So you had better train up!
Of course, there is an easier and surer way to locate and deactivate traps and that is with scrolls of deactivate, which deactivate any traps in a 3x3 area around the player! Alternatively, there are also scrolls of seeing which will highlight traps that are near you. Both of these spells can also be learned and used, however, their effectiveness in that case will be determined by the player's level.

More on this when it's further along

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Mr_Cookies
Mr_Cookies - - 750 comments

will traps be in random spots ?
If yes, dungeons will auto-generate too ?

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CumQuaT Author
CumQuaT - - 776 comments

That's correct :) Dungeons are procedurally generated, so there is an infinite number of different dungeons, each filled with different monsters, different traps and different treasure :D

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SolidFake
SolidFake - - 1,200 comments

sounds and feels all very nice, just be sure to make enough random item drops to keep people playing :P

and lol at the title

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CumQuaT Author
CumQuaT - - 776 comments

The item generation is also procedural! So there will be an infinite number of items! (also procedurally generated are spells, potions, NPCs and even dialogue!) so there will be PLENTY to do in this game!

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booman
booman - - 3,651 comments

Cool addition... What is a dungeon or cave without traps? boring I guess....

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CumQuaT Author
CumQuaT - - 776 comments

And no-where near deadly enough! Thank you for the compliment! We're putting the fear back into RPG gaming!

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