View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0006113 | Valley 1 | Suggestion - Mission Ideas | Feb 23, 2012 9:27 pm | Feb 24, 2012 8:37 am | |
Reporter | Itchykobu | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 0.580 | ||||
Summary | 0006113: Additional Escape mission ideas | ||||
Description | Just some thoughts to expand on the 'escape from lava' concept. Avalanche escape: (1) you need a snowsuit to prevent the cold damage. (2) Escape pattern is left-to-right; (3) 'snowballs' fall from the sky that damage + slow you. To avoid snowballs, generated mission area should have caves + overhangs to duck into. (4) A wave of snow approaches from the edge of the screen - touch = death. Watery grave escape: (1) Acid gills required for damage prevention; (2) Escape pattern is bottom-to-top; (3) You start in an empty cave w/ now water - water starts to fill from the bottom up (free movement, gradually restricted by water). (4) A certain distance after the regular acid water, 'dark water' or some other magical terribleness (squidataurs? octohorrors that reach from the deep?) reaches up to get you and cause death. Main point here is that 'escape' missions should play on more environmental factors than just lava, and a wider variety would allow players with different inventories to still get in on the play style, without a "just give them a heatsuit at the start of the mission" mechanic. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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As it stands right now, the escape missions are mostly trivialized if you use any sort of wooden platforms directly under your feet to continually travel upwards. The only challenge is guessing which direction won't be a dead end. Instead of a highly enclosed space, I feel it would be more challenging to have a wide open area, like some of the boss rooms. It could be the same chunk width overall, just with a LOT less walls. Potentially similar to the hot depth 5+ dungeon chunks in terms of sparsity of platforms. Also, a different idea for acid water would be to use the acid ticking away at your life as a sort of timer (gills disabled). You start above acid (or not), but the only way out will be to plunge into the acid, hoping to find the way out before your health is fully depleted in however long that takes. |