09-28-2022, 10:15 AM
(This post was last modified: 09-28-2022, 10:19 AM by Kain Nobel.)
According to the plans, the last dungeon will use random encounters sparingly and rely more on environmental traps and hazards. In some cases, there might not even be encounters because the player is busy climbing, shimmying ledges and leaping gaps while dodging swinging axes, stepping through oddly timed floor spikes, avoiding falling stalagmite, slipping on slick floors, getting through a freezer room without body temp dropping below 70F, running through a lava chamber without body temp climbing above 115F, going in and out of asphyxiating gas chambers, avoiding security cameras and goons, etc.
The run, walk, crawl, sneak, shimmy, leap, climb, push, pull, and view range mechanics are still early but functional developments and I believe I posted a video a couple pages back. We now have the player using and managing an inventory of breach charges alongside their keys/keycards. Red and blue flame mechanics have been introduced (similar to the red/blue blocks in Hera Tower in Legend of Zelda A Link to the Past, but these burn you.) The player can now push/pull blocks to hold down stubborn weight switches.
The design of the 4th Dungeon is a radically different departure from the last 3 and will probably influence how the rest of it goes. I'm not going to retroactively change the previous levels but the next dungeon will introduce a lot of new stuff. Heck, the 3rd introduced most of it, the 4th will put it all to extended use. I haven't done swimming nor stealth yet and it's almost time to introduce a submersible vehicle. I'll be swapping out trees and bushes for coral reefs and other stuff.
The run, walk, crawl, sneak, shimmy, leap, climb, push, pull, and view range mechanics are still early but functional developments and I believe I posted a video a couple pages back. We now have the player using and managing an inventory of breach charges alongside their keys/keycards. Red and blue flame mechanics have been introduced (similar to the red/blue blocks in Hera Tower in Legend of Zelda A Link to the Past, but these burn you.) The player can now push/pull blocks to hold down stubborn weight switches.
The design of the 4th Dungeon is a radically different departure from the last 3 and will probably influence how the rest of it goes. I'm not going to retroactively change the previous levels but the next dungeon will introduce a lot of new stuff. Heck, the 3rd introduced most of it, the 4th will put it all to extended use. I haven't done swimming nor stealth yet and it's almost time to introduce a submersible vehicle. I'll be swapping out trees and bushes for coral reefs and other stuff.