Week 23 - Traps!


I finally added traps, and as expected, they add a lot of value to the game. Additionally, I've made a huge design change, and made the game 100% underground. You no-longer start on the ground floor, and dig your way down. Lets get into this week's recap. 

Tooltips

Its hard to play a game when you dont know how much stuff costs. So, I've finally added tooltips. This gif is missing the actual building description text, but I promise, its in lol.



Brightness Adjustment

So, one of the things that I've been struggling with is, making the game bright enough to see (especially in gifs, and on twitter), while also staying true to a dungeon keeper-ish vibe, and making it feel like your under a mountain. I found a way to adjust some of the brightness and contrast, and you can see that it makes the game much more understandable.




Spike Trap

Of course this has to be the first trap. Its THE quintessential trap! Right now it only does damage and staggers (temporarily slows) the enemy when they are hit. However, I plan on adding a bleed effect, and a longer slow effect down the road.




Slicer Trap

I wanted to add a trap that pops out of the ground and does AOE damage, so, the slicer trap was made. I'm pretty happy with it; it does an AOE knockback as well as applying the stagger effect.



Spear Trap

The spike trap, and slider trap, both come out of the ground, going up, so I wanted something different. The spear trap shoots horizontally, hitting all targets in a line. The neat thing about this trap is that each spear has its own collider. So, a goblin might only get hit by one or two of the spears, whereas a cyclops (with its larger collider), might get hit by all of them.



Dragon-Fire Trap

Okay, so all the traps are classical, physical-damage traps. So, how about something semi-magical? The dragon-breath traps breathes fire on enemies passing before it, and I'm really happy with how it turned out.



Underground

Previously, I had the game such that you start on the ground floor, and dig your way deeper. While I still plan on adding a way to dig deeper (very soon), I'm now starting the game on the first underground floor. This eliminates the entire issue of outside light and means I dont have to texture/decorate the outside of the mountain (which would take a ton of time). So this is what it looks like (with some extra light added).



Trap Demo Video

Lastly, I've got a little sample of all the traps firing at once. It feels/sounds really good, and I'm happy with where the project is. Please check it out!






Upcoming Stuff

Definitely plan on doing some kind of acid trap, and a lightning trap that bounces lightning between lightning rods. Other than, we'll see what I feel like working on next week; there's no shortage of features.

Thanks for checking out the devlog. Always appreciate the feedback.

Files

Beneath the Mountain 1.0.9.zip 534 MB
Jun 26, 2021

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