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[Request] More Dynamic Terrain

CadrosCadros Member Posts: 253
Would it be a good idea to have more(with improved pathfinding so the AI can cope) dynamic terrain? I'm talking spike traps and gouts of flame that come out on timers, possibly moving platforms, passageways crumbling down into lava as you race to escape somewhere. I think that this can add drama and tension to fights if done well, and make it more fun.
I would also like to see maybe one or two dungeons with some alternate rules, a bit like the wild magic zones in watchers keep. Areas which force you to possibly rethink how you are going to approach a fight/area/creature.

From Reddit

Comments

  • CadrosCadros Member Posts: 253
    Reddit Responses @Kore @Zealer

    zealer
    That would be great, unfortunately they'd have to redo a buttload(is that the scientific term?) of stuff. If they focused on this they could finish in time but I doubt they'd add much of anything else.


    kore_nametooshort
    This already exists. In Durlags tower there is a fireball on a timer, in the planar prison you get moved to the rooms below the sucker things when you walk over them.
    What you are suggesting is probably very possible to do with the current engine, just use something similar to traps but add a time factor and make it undetectable and hey presto you can have a ceiling that collapses as soon as you step into the room.

  • CadrosCadros Member Posts: 253
    zealer
    Yeah, that is right, but I answered with these in mind:
    possibly moving platforms, passageways crumbling down into lava as you race to escape somewhere.

    kore_nametooshort
    Anyway, on the subject of this, I think the idea of this is cool, but I would only want one or two instances of this per game I think maximum. It would risk becoming gimmicky otherwise.

    Cadros
    well we get some rocks moving around, obviously it couldn't be over done, but once or twice would be fun and add to the climax of some epic dungeon.

  • AndreaColomboAndreaColombo Member Posts: 5,533
    Although I do like the idea of dynamic terrain, I'm afraid it is not feasible in conjuction with the use of static 2D bitmaps as background. The terrain is pre-rendered 2D, like a drawing on a piece of paper, and can't therefore be made dynamic as in 3D / vectorial / volumetric.
  • CadrosCadros Member Posts: 253
    But we already have some moving backgrounds etc, like the crushing trap in the asylum, and I think it would be possible to change where is walkable at the same time as the background moves to indicate this. However I must admit I am not knowledgeable about the game engine and if you are then I will accept that this may be one pipe dream too far.
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