Terrain
Duke Ragereaver
Posted: Jun 25 2009, 08:48 PM


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I'm not sure if it has been posted before (coudn't find any) or I posted this in the right section but anyway my question is if there will be spefiec terrain types for maps, and will it effect the gameplay overall? Feel free to share your thoughts about it.

For example, a snowy terrain should effect all beings on the map, making them less effecient due the cold slowing them down.
A volcanic terrain, some creatures like it, some others hate it. This type of terrain would best suit fire-based creatures like dragons or hell-hounds.



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Asterick
Posted: Jun 25 2009, 09:40 PM


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^.-

There has been...
i THINK i moved it though... to like development...


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Robofish
Posted: Jun 25 2009, 11:55 PM


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I don't think it was terrain, I think it was allround themes which included terrain such as egyptian levels with mummy's in the desert and stuff. I think it got sonidered and was eventualy dismissed, but yes, terrain in itself is still important. I think we should map out the world, then base the terrain on where on the map each level is taking place; rather than deciding level 1 will be grass, level 2 will be snow, and then building a map around that.

I'm not sure terrain should affetc things too much, but I can imagine certain terrain making it ever so slightly more likely for different creatures to pop out of your portal or what have you.


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Asterick
Posted: Jun 26 2009, 03:51 AM


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There was
It was about over world terrain... and a bit of underworld...

e.g.
Rivers
Deep rivers
lava
grass tiles
dirt tiles, dirt path etc etc
etc etc...


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untravaersil
Posted: Sep 9 2009, 10:12 PM


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This topic is now about mud.

Mud: The terrain that might as well ruin your dungeon.
Mud looks very simmilar to solid dirt, except for a minor bubble that occasionally escapes the surface. As a result, an inexpierenced keeper might not recognize it at first glance. Creatures themselves might also walk on it, only to find themselves sinking into the fetid muck.

-Mud slows down the movement of lighter, slower monsters that walk across it, such as imps, mistresses, skeletons and dwarves. Additionally, monsters that walk on it tend to immediately walk off of it (unless specifically told to walk across it, such as an imps task or a call to arms spell).
-Bigger, slower enemies, such as Bile Demons, Knights and oversized boss monsters cannot escape from mud after walking on it, and will start to sink into it at a slow pace (about 12 seconds). During this time, the keeper can pick up the enemy and drop them onto safety, and the monster will know not to walk onto that body of mud again. If the keeper cannot rescue the creature in time, it will kill the monster.
-Medium sized enemies (all others) are slowed down by it, and start to sink. As a result, they can climb out if adjacent to a solid land tile, but are nonetheless at (a severly lowered) risk of death.
-Because mud is not solid ground, it cannot be claimed. Additionally, unlike other non solid terrain such as water or lava, a bridge cannot be built over mud, making it a very dangerous terrain.
-Mud exists without any solid dirt over it, so a keeper who is mining his dungeon out does not have to worry about this. Additionally, Mud appears on mostly the overworld, and rarely ever in the deep. A keeper that mines under a tile containing mud can trigger a cave-in.

Thoughts?
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