That is a very good observation, I will take it into consideration. -But traps doesn't necessarily have to be wire-able. They can also be entitys and blocks. There is quite a lot of potential for more experimental traps, especially if you go out of your way to think differently than just wireables.This is definitely a neat idea. However, I have to say, there's really no such thing as "too hard to beat" traps, as a prepared player can simply snip all the wires and proceed into the dungeon without invident. Other than that though, this is a really neat idea.
I'm not really sure what you mean with Skeletron summoners, but as far as music goes, I'm thinking something along the lines of this:What boss theme do you have plan for this boss when you verse it?
And maybe add Skeletron summoners! That'll really change the gameplay
I meant to say Skeleton Summoners.I'm not really sure what you mean with Skeletron summoners, but as far as music goes, I'm thinking something along the lines of this:
http://legrudgerugged.bandcamp.com/track/escape
That's quite a good idea actually, maybe like, randomly spawning pentagram-entities that you have to do a lot of damage to before they go away, that constantly spew out skeletons!I meant to say Skeleton Summoners.
Like the idea! And hopefully (this will never happen), when you spawn the lunar boss, this could be the theme, or theme. Pick which one:I'm not really sure what you mean with Skeletron summoners, but as far as music goes, I'm thinking something along the lines of this:
http://legrudgerugged.bandcamp.com/track/escape
That is an awesome idea, and would be really cool to see in-game.That's quite a good idea actually, maybe like, randomly spawning pentagram-entities that you have to do a lot of damage to before they go away, that constantly spew out skeletons!
Second thought, maybe biocode would be best them for lunar bossLike the idea! And hopefully (this will never happen), when you spawn the lunar boss, this could be the theme, or theme. Pick which one:
There are three huuuuuuuuuuge issues that I have with thious. First, Implementation be unbeleiveably difficult, second, it makes a huge hole in the map, and third, it just changes too much. A new biome? New traps? New enemies? This would just change progression far too much. And on a side note, this would pretty much remove the chance for fu
In fact, implementation would most likely be super-easy, since the only really big changes are generation-related, not even some fancy gimmick or twist to it, just a generation coinciding with the generation of Light and Dark. And implementing bosses have proven not so difficult either since we happen to have loads of them already. A huge hole in the map you say? Wouldn't you say that hardmode skybiome is an a little bit more pressing issue in that regard, since it covers approximately half of the entire open buildingspace available to players during the course of the entire second half of game thanks to the no-clipping Wyverns, as opposed to the Dungeon, which takes up only a margin. Please define "Too much" as I really can't see any real major change whatsoever.There are three huuuuuuuuuuge issues that I have with thious. First, Implementation be unbeleiveably difficult, second, it makes a huge hole in the map, and third, it just changes too much. A new biome? New traps? New enemies? This would just change progression far too much. And on a side note, this would pretty much remove the chance for fu
Ah! The factions remain otherwise the same, only the "Blue skeletons" are swapped for more appropriate ones, both rust and infernal remain the same. -Though the traps will indeed be next to unnecessary in early-hardmode it WILL build suspense for the players. And eventually provide a suitable difficulty-enhancement of the traps when visiting the hardmode dungeon with it's hardmode mobs for real.Question what happens to the 3 hardmode dungeon factions are they replaced?
It sounds like you have removed them in favor of other things...
(to be honest the traps seem unnecessary as if you can't get in you can't get in and there is nothing to gain at that point of the game.)
for traps if you do the equivalent of blazing wheels and flails then Sz has a related suggestion though I don't know if its been added here yet...Ah! The factions remain otherwise the same, only the "Blue skeletons" are swapped for more appropriate ones, both rust and infernal remain the same. -Though the traps will indeed be next to unnecessary in early-hardmode it WILL build suspense for the players. And eventually provide a suitable difficulty-enhancement of the traps when visiting the hardmode dungeon with it's hardmode mobs for real.