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IDProjectCategoryDate SubmittedLast Update
0007721AVWW[All Projects] Suggestion - GameplayMay 10, 2012 6:05 pmMay 12, 2012 2:26 am
ReporterRemliel 
Assigned To 
Severityfeature 
StatusconsideringResolutionopen 
Product Version1.015 
Fixed in Version 
Summary0007721: Suggestion: More Environmental Hazards
DescriptionSomething to add to the occasional dangerous of running around, especially in a boss room:

Swinging ball and chains/pendulum blades: Pivoting around a central point, ignores terrain collision but can do scaled damage based on tier/difficulty.

Spikes: Classic! Walls, floors, et cetera. Can even be integrated into caverns as dense stalactite/stalagmite formations.

Spinning Blades: Runs back and forth on a track throughout the room.

Lasers: Emitters periodically fire a beam across the room. Perhaps include reflectors that they can shoot at to angle the beam through the room?!

I'd probably make most of these destructible on the same level as Monster Nests. Requires a background damage spell and has enough HP to make it a pain to destroy all of them, but useful if needed. This could really spice up some rooms and especially boss/LT/EOL encounters.
TagsNo tags attached.
Internal WeightFeature Suggestion
Attached Files

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(0024016)
BenMiff (reporter)
May 11, 2012 2:32 am

I like these. However, I'd suggest that rooms should also have a "deactivation" switch somewhere that'll disable them, to provide another option beyond just destroying them.

Also, Spikes should probably be indestructible; they sound more like the kind of thing that is just there and needs avoiding (much like acid water / lava is now, just able to go on walls and ceilings too.)
(0024017)
Remliel (reporter)
May 11, 2012 3:07 am

I agree on both counts. It could give a reason to go crawling around some of the larger boss rooms, trying to find the switch while dodging all kinds of crazy things, the enemies, and the boss itself in some cases. Definitely dramatic, challenging, and IMO, fun.
(0024019)
GauHelldragon (reporter)
May 11, 2012 4:19 am

More non-monster hazards would definitely make exploration more interesting.
(0024024)
tigersfan (administrator)
May 11, 2012 6:29 am

I'll leave this open for the specific suggestions, but, I should point out that 1.016 does have more Environmental Hazards, a TON more. :)
(0024029)
7foot_sativa (reporter)
May 11, 2012 6:51 am

In one of the tooltips, it mentions firestorms, maybe that could be an environmental hazard.

The stormy winds, being underwater, or being pulled by wisps add some form of non-lethal hazard that you have to adapt to. Perhaps another could be walls that move to add to platforming, such as moving platforms, and walls that can push you off things or be jumped on. I know they shouldn't crush you(these thoughts came from the idea of crushing traps) because crushing usually means death in platformers.

Maybe adding some mines that could immobilize you momentarily could spice things up. Even some that shoot you into the air like a spring would make for something interesting from the environment that isn't just another damage thing. If you fly up really high, you risk taking fall damage, hitting enemies on the way up, going somewhere undesirable or even desirable.

With spikes and springs, we'll have the two main hazards from Sonic where you carelessly speed through somewhere and run into spikes, or get bounced into a random direction. Yay for chaos.
(0024031)
Remliel (reporter)
May 11, 2012 8:10 am

Chaos and complexity are great for a platformer. These can also feature into the platforming difficulty option. Lower = less traps and hazards, while higher, well... YOU SAY YOU'RE ALREADY THE GUY, PROVE IT! :D

Some more ideas: Mines that explode when you step on them. Proximity mines are another option!
Weapon emplacements (Cannon, etc), track at different speeds, fire at whatever target.
For more rural areas: Wasp nests?
Hostile bear traps for fun and profit!
Spikes V2: Now they're retractable!
Enemy Alarm: Attracts enemies to the area when activated. Increases your visibility to foil people who stack stealth enchants.
Detector: On that note, something that just increases your visiblity too!
Suction/Tides/Gravity Wells: You can already institute various forms of forced movement using windstorms. Put movement effects in more places, make those Stone Legs enchants more useful!
(0024032)
BenMiff (reporter)
May 11, 2012 8:10 am

Okay, so throwing out some more environmental ideas:-

x Moving Platforms: Kind of obvious from a platforming perspective, whether themed as elevators, transport platforms, etc.
x Mine Carts: Found underground, if you jump in these you get sped along the rails until you reach the end. Could be made so that you can "jump" the cart rather than jumping yourself, to clear gap, rail obstructions, etc. Hitting an enemy or coming off the rails would cause a bail out, dealing damage and destroying the cart.
x "Triggered" traps. Set off by various means (laser tripwires, pressure plates, background item destruction), the trap would then "fire" something at the trigger position. (Arrow traps, flame jets, etc.)
x Continuing with the "triggered" traps idea, rolling boulder traps would be fun, since the boulder would obey gravity and so could also be wielded against enemies. (Trigger the trap, then get out of the way and watch the boulder run over anything in its path.)
x "Pathed" hazards. Similar to the idea of the spinning blades running back on forth on a rail, there is other ways to place this kind of hazard. The skelebot junkyard could, for instance, have pairs of pipes with streams of acid arcing across from one to another.
x Switch / door mimics. A door / switch that upon use reveals itself to be fake (i.e. doing nothing), turning into a melee attacker. Probably an ooze of some kind, to explain how it forms itself into switches and doors when inactive.
x Loose ceiling elements (spikes, bricks, rocks, etc.) that fall when the player moves under them, doing damage if they hit them. The element would then become a normal piece of terrain once it hits the ground.
x Topple-able pillars. These would be solid terrain. When hit, they would fall over in the direction opposite to the player character and become solid terrain in the horizontal direction. Anything hit by the falling pillar takes damage. Further hits to a fallen pillar will destroy it.
x Slippery slopes. The player character will always slide to the bottom of these. A possible triggered trap could be to have stairs turn into these.
x Conveyer belts. (As you can expect, these move the player character while you're on them.)
(0024040)
7foot_sativa (reporter)
May 11, 2012 9:37 am
edited on: May 11, 2012 9:40 am

Some of the pillars could work like draw bridges, and allow you to walk across them after they fall.

More options in terms of Suction/Gravity Wells:
Fans, that make it MUCH harder to move in the direction they blow from, and even push you away.
Currents in water, to push you around or in certain directions for ocean zones.

I imagine that if these ideas release, they will allow for more spells/enchants that can specialize in dealing with them.

(0024041)
Izumi5 (reporter)
May 11, 2012 9:42 am

Even not for the boss rooms, I want evil rooms and maze rooms to have traps like this. Evil rooms have no distinct characteristics despite its name, and maze rooms, with only many many ladders and dead-ends, is only a grind for now.
(0024042)
7foot_sativa (reporter)
May 11, 2012 9:45 am

The Evil rooms do have traps sometimes, but the only trap is where things on the roof poor fire down all over the room.
(0024050)
Izumi5 (reporter)
May 11, 2012 10:48 am

Really? I experienced that in switch rooms in lieutenants and overlords lairs, but I didn't know it is also in evil rooms...
(0024112)
7foot_sativa (reporter)
May 11, 2012 7:16 pm

That's exactly what I meant, my mistake.
(0024120)
Izumi5 (reporter)
May 12, 2012 2:26 am

No problem.

Issue Community Support
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Supporters: BenMiff GauHelldragon Steffe 7foot_sativa Izumi5 vadatajs nas1m
Opponents: No one explicitly opposes this issue yet.

- Issue History
Date Modified Username Field Change
May 10, 2012 6:05 pm Remliel New Issue
May 11, 2012 2:32 am BenMiff Note Added: 0024016
May 11, 2012 3:07 am Remliel Note Added: 0024017
May 11, 2012 4:19 am GauHelldragon Note Added: 0024019
May 11, 2012 6:29 am tigersfan Internal Weight => Feature Suggestion
May 11, 2012 6:29 am tigersfan Note Added: 0024024
May 11, 2012 6:29 am tigersfan Status new => considering
May 11, 2012 6:51 am 7foot_sativa Note Added: 0024029
May 11, 2012 8:10 am Remliel Note Added: 0024031
May 11, 2012 8:10 am BenMiff Note Added: 0024032
May 11, 2012 9:37 am 7foot_sativa Note Added: 0024040
May 11, 2012 9:39 am 7foot_sativa Note Edited: 0024040 View Revisions
May 11, 2012 9:39 am 7foot_sativa Note Edited: 0024040 View Revisions
May 11, 2012 9:40 am 7foot_sativa Note Edited: 0024040 View Revisions
May 11, 2012 9:42 am Izumi5 Note Added: 0024041
May 11, 2012 9:45 am 7foot_sativa Note Added: 0024042
May 11, 2012 10:48 am Izumi5 Note Added: 0024050
May 11, 2012 7:16 pm 7foot_sativa Note Added: 0024112
May 12, 2012 2:26 am Izumi5 Note Added: 0024120


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