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Shadow
10-20-2009, 03:14 PM
Even without monsters and traps, the caves and dungeons in Din's Curse are dangerous. This is because you can interact with the environment in many ways. Today I'm going to talk about cave-ins because they're a great example of engaging the environment, but cave-ins also work with many other systems I've previously discussed.

A cave-in is exactly what you expect, large forces like explosions can break weakened areas of the cave or dungeon causing large rocks to fall down, crushing whatever is below them. Falling rocks do a good bit of damage, can temporarily block areas, and can cause further cave ins. Be careful with those powerful spells. They might kill your intended victims, but they also might rain down boulders on you or block your escape route.

While a powerful explosion can cause cave-ins just about anywhere, they are much more likely when the surrounding stone is already weak. Water drips and cracks show a slight weakness, while steam and gas leaks show more. Either way, be careful when visible signs of weakness are present. Gas leaks are even worse since they're flammable and tend to explode themselves. Also if there are support beams in the area, try not to break them.

Of course, in Din's Curse, not causing explosions isn't always easy. Many monsters in the game can use spells that explode. The Chaos Lords with their earthquake creating stomps are particularly dangerous. There are also numerous traps on the ground, on chests, and on many other objects. Even obvious explosion dangers like exploding barrels and energy vortexes can cause cave-ins. These circumstances will generate interesting decisions. Should you break that barrel hoping for loot when it is right next to the gas leak? What if it is near a gas leak, 4 cracks, and an energy vortex? What if you are playing a hardcore character?

The world modifiers can even impact cave-ins. One modifier increases the chances of natural earthquakes. Another modifier makes the entire dungeon or cave more likely to have weak areas.

I'm also planning on having some quests that are earthquake related.

Comments are welcome as usual.

pnutz
10-20-2009, 03:26 PM
Should you break that barrel hoping for loot when it is right next to the gas leak? What if it is near a gas leak, 4 cracks, and an energy vortex? What if you are playing a hardcore character?

Amazing. Going through this in co-op will be very entertaining. "No you idiot! That barrel's next to a-" BOOM

Any plans for magma or flooding? Will some weak walls be destructible, so that you might blow open a lair inadvertently?

Shadow
10-20-2009, 04:29 PM
Any plans for magma or flooding? Will some weak walls be destructible, so that you might blow open a lair inadvertently?

We don't have any of those three right now, but they would be cool. Flooding would be difficult though.

We do have pools of acid which is close to what magma would be like (that doesn't mean we won't put in magma also though).

We can also do destructible walls in the secret system. We aren't using it right now, but that might change.

getter77
10-20-2009, 05:11 PM
Quite looking forward to it. I know Angband had a relatively similar "ruined floor" mechanic tied to earthquakes and such.

Coreyh2
10-21-2009, 08:09 AM
A Bomberman (http://en.wikipedia.org/wiki/Bomberman_(series)) skillset would be neat. I love explosive chain reactions.

Shadow
10-21-2009, 08:56 AM
A Bomberman (http://en.wikipedia.org/wiki/Bomberman_(series)) skillset would be neat. I love explosive chain reactions.

I know of Bomberman, but I don't remember playing it. What do you mean by a bomberman skillset?

We very much have chain reactions though.

Coreyh2
10-22-2009, 01:18 AM
Classic bomberman has the player in a maze with filled with enemies and blocks. Some of the blocks can be destroyed. A level is finished by killing all the enemies. The player clears terrain, pick up powerups, and kills enemies. Bombs explode in a cross shape. Explosions cause other bombs to explode. Multiplayer is the most fun part of it. It looks like there are many flash clones on the Internet so you should check it out.

In a skillset there would be a bomb skill, a fire bomb skill, a ice bomb skill, holy bomb skill, and a bomb mastery skill. The bomb's explosions be able to explode other placed bombs or terrain that exists in the level.

Teleport bomb might be interesting too. In Zangband you spend a lot of time positioning yourself with teleports and speed. A teleport bomb could clear enemies without killing them or move the player around.

There are some enemies in Zangband that explode. Orc Sappers are weak enemies that explode when they die. The interesting part about this is that orcs spawn mostly spawn in huge groups. So multiple sappers can die at once from friendly fire damage from sapper's explosions or orc mage's fireballs. The player has to choose his position carefully. In lucky situations most of the orcs can be killed in a big chain reaction.

Delilah Rehm
10-22-2009, 10:01 AM
I think I remember that game. Like on the NS or something like that??? I really liked it. Gosh, I think that was back in 1995.

Kruztee
10-22-2009, 07:10 PM
:cool:I think I remember that game. Like on the NS or something like that??? I really liked it. Gosh, I think that was back in 1995.

The original Bomberman game predates this by a long shot. I remember playing on my Japanese famicon (NES) in the mid-80's.

keith.lamothe
10-22-2009, 10:36 PM
Shadow, that sounds _awesome_. A few thoughts:

1) is it possible for the cave-in to completely block the path to town?
- if so, can the player port back?
- if the player ports back, can they get back to the blocked-off area?
2) what do you think of map features that "jam" portal spells, to make getting stuck even worse? (it could mean time to start a new town)
3) can the enemies intentionally try to start caveins to harm the player or block them in or out?
4) if you do some of the meta-game stuff we talked about earlier, could a group of "goons that hate the player and have tracked him down to this part of the world" lay in wait and try to cave-in the player when he least expects it?

Shadow
10-22-2009, 10:56 PM
Shadow, that sounds _awesome_. A few thoughts:

1) is it possible for the cave-in to completely block the path to town?
- if so, can the player port back?
- if the player ports back, can they get back to the blocked-off area?

It could temporarily. The player can destroy cave ins, but it takes time and eventually might cause a lot more durability damage than usual.

2) what do you think of map features that "jam" portal spells, to make getting stuck even worse? (it could mean time to start a new town)

There are already no portal spells for various reasons. Although there are gates on every level for fairly quick transport around.

3) can the enemies intentionally try to start caveins to harm the player or block them in or out?
4) if you do some of the meta-game stuff we talked about earlier, could a group of "goons that hate the player and have tracked him down to this part of the world" lay in wait and try to cave-in the player when he least expects it?

I guess that depends on what you mean by intentionally. Chaos Lords have a stomp that can cause earthquakes and thus cave ins, there are cave in traps, and there is going to be at least 1 cave in/earthquake related quest.

keith.lamothe
10-22-2009, 11:11 PM
Ok, so the cave-ins wouldn't be "you're stuck", but might mean "your weapon is going to be soooo smashed after this" (good reason to use some of the weapons that just dropped, if any).

On the gates, gotcha. What do you think about some monsters "jamming" those gates so if the monster is close enough, you can't use the gate?

On the intentional cave-in, the more general idea is having "hunter" groups of monsters that actually actively try to find and kill/trap/otherwise-hinder the player, as opposed to the just-mill-around monsters and the build-up-an-attack-against-the-town monsters (which are very cool in DoP, by the way).

Not that you need jammers or hunters, just thought I'd mention it.

Shadow
10-22-2009, 11:33 PM
Well when you are running away from a horde of monsters having boulders in the way counts as stuck (to me at least).

I might make there be a way for monsters to take control of the gates.

The jammer/hunter idea would be cool.

keith.lamothe
10-22-2009, 11:50 PM
Well when you are running away from a horde of monsters having boulders in the way counts as stuck (to me at least).Good point ;)

DeathKnight1728
10-23-2009, 03:53 PM
I'm not sure if this is a good idea or not but here goes.

Would it be possible if in some caves in the game, a cave-in/earthquake might cause a chain reaction which in turn will cause the cave to start spawning boulders that roll from the top of the cave/dungeon. The boulders would have to be avoided because if they aren't; and they hit you; you will not only get hurt, but you will also be stunned for a few seconds just to make it realistic.

That would be kind of like Indiana Jones and the Raiders of the Lost Ark with the boulder following him in the beginning. I think it would be cool if that could be implemented.

Shadow
10-23-2009, 07:02 PM
I have thought about doing the rolling boulder thing. I keep putting it off because I worry about it looking like crap. It would be cool though.

keith.lamothe
10-23-2009, 09:29 PM
Quite likely we wouldn't notice what the rocks looked like, we'd be too busy running for our lives :)

Shadow
10-24-2009, 03:14 PM
Quite likely we wouldn't notice what the rocks looked like, we'd be too busy running for our lives :)

That's probably true.