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Author Topic: Rogue Race - Dungeonmancer's Thread/Design  (Read 3020 times)

frostgiant

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Re: Rogue Race - Dungeonmancer's Thread/Planning
« Reply #30 on: January 22, 2021, 10:19:44 pm »


Quote from: Ratbox
First Floor Boss
The Duke of Rats: (3) m1895, Failbird,frostgiant

Dungeon Name
Monster Mash: (3) m1895, Failbird,frostgiant

Pull No Punches: (3) m1895, Failbird,frostgiant
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Man of Paper

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Re: Rogue Race - Dungeonmancer's Thread/Design
« Reply #31 on: January 23, 2021, 11:22:45 pm »

DESIGN TIME
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Failbird105

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Re: Rogue Race - Dungeonmancer's Thread/Revision
« Reply #32 on: January 23, 2021, 11:42:30 pm »

Quote from: Trap Design: Ironwrought Groundshaker
Effectively a repurposed Dwarven mining machine, the Ironwrought Groundshaker is large contraption with four pounding piston arms on all sides of it. The Groundshaker will pound to the floors rhythm(and also influence said rhythm to a more comfortable speed via its presence on the floor). While these pounds are not aimed at adventurers themselves, they will shake the ground with great force. Effectively forcing the adventurer to move in time with the rhythm lest they be sent sprawling to the floor. And once down, the constant beat will leave them struggling to right themselves.

Of course, there have been two notable problems with this device: First is that it does no damage on its own, meaning it must be paired with either monsters or other traps in order to be more than a nuisance. Secondly is that our own monsters are not immune to its effects. Indeed, any monster that is not flying, swimming, or rooted to the ground will be just as vulnerable to this machines effects as the adventurers will. While monsters who have been tuned to fight to the floors rhythm will be better equipped to handle it, as will low-standing wide-set quadrupeds(like rats, if they were somewhat larger and proportionally wider), it can still have an effect on them, albeit reduced.

Quote from: Trap? Design: Prop-Stands
The Duke of Rats could honestly work, he simply doesn't have what he needs to make him the best he can be. Or at least, that's what we've been told. We do however see how this proposal could benefit other bosses in the future however, so we will go along with it.

The Prop-Stands are a 'Trap', in that this is what they function most closely to, and while they can certainly be used on their own, it would be more accurate to say they are a feature to be used in our bosses. Effectively, the Prop-Stands are a series of lines cut out of the floor, walls, and ceiling of a room. From these lines, can emerge wooden cutouts shaped and painted to look like various things. These cutouts do several things: 1. They act as distractions for the Adventurers, 2. They can be hid behind by monsters(or technically adventurers too, but we/the bosses control the Props, so we can limit their opportunities to do so) to block attacks, and 3. They can have sharp objects attached to their edges to make for an impromptu death trap.

As we've said, this Trap is primarily made for enhancing boss rooms, and as such while we will have to make other bosses with it built in unless we want to spend extra time afterwards implementing it, this initial go at creating it pre-installs the Prop-Stands into the Duke of Rats boss chamber.
Quote from: Puzzle/Trap Design: Stepping Tones
A several sets of floor tiles, each marked with a different note(with up to two tiles sharing each note). The adventurer entering the room must listen to a song that plays, and recreate the tune by stepping on these tiles, which will play the corresponding note. If the adventurer fails to recreate the song, the chest in the room will be sealed such that they can no longer access it, and they will be forced to fight some basic monsters instead.
Bringing back some traps/puzzles from earlier
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frostgiant

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Re: Rogue Race - Dungeonmancer's Thread/Design
« Reply #33 on: January 24, 2021, 12:54:09 am »

A couple floor ideas
Quote
Forge of Heavy Metal
Home to the smiths of heavy metal, The Forge serves as both practice hall and Foundry for the weapons and instruments of the heavy metal gods. Every moment of the day, The Deathly shrieking of metallic guitar strings and gunfire pace of hammer beats against ingot fill the floor.

The rooms of the forge are typically made from blackened granite, Covered in soot from the forge and blackened by heat, Many rooms serve as the final grave for shattered tools and instruments, broken under their wielders cruel and unyielding hands. Those poor protagonist souls who venture into the Forge will soon find themselves assailed by a fast-paced and Deep beat, Resounding throughout the floor, with the wailing voices of the Lead smith's vocals serving as a distant warning of things to come.

The main danger of the floor comes from the heat the permeates it, Making fighting within the forge a hot, Heavy, and tiring affair as heavy metal heats up under the fires so similar to its own forging, and flesh swelters and sweats underneath its clothing.
Those who Push forward into the floor will soon find that most of the floor is made up of traps, repurposed from their Heavy metal forging tools, serving to soften up intruders like an ingot in the furnace, Before the few powerful defenders of the floor deal powerful hammer blows.
In exchange for this bevy of traps, The Forge is filled with many a toy for those capable of braving its Heavy metal worshiping halls.
Planned minions for this floor would include Dwarven death Metalsmiths, Gunpowder golems, Demons wielding spiked Metalic instruments. Possible bosses include a Lead Metalsmith, Demon of the Base (Guitar),Demonic Drummer,  and similarly themed things.
Traps would probably include things similar to the groundpounder, Overheating Boiler, Runaway grindstone.

Quote
Deep ones Youth choir.
Set under the ocean, One can look outside the walls of this dungeon, forged through eldritch magics of a blue, Transparent Obsidian-esque stone, Seeing the city of the olds ones, light by undereathly lights in the distances. Luckily for the weak minded protagonists, The dungeon is set a fair distance away from the city, Sparing their sanity for now as this dungeon serves as both Field trip and monestery for the young worshipers of the eldritch gods.

AS they are not yet strong enough in the magicks of the old ones to survive the close presence of their gods, They have sequestered themselves within these unhallowed halls, wasting the years away growing in power and siging the Old god praises in their soft, Whispery voices.

Those who enter these passage will find the sound of eldritch whispers always on the edge of their hearing, Tickling the eardrums of this mad enough to venture these deaths.
The death one would find in these halls is similar to the whisper-like choir, Soft, Unspoken, and always on the edge of your vision until it concludes in a single mind tearing scream of ecstasy and fervor to their gods!

Wandering these eldritch halls will soo serve to test the endurance of the adventures within,  do to the whispering whale song that ensures they will never be able to truly settle.
Apart from the Choirs of the old ones, there is not much to truly find in these halls, as it serves merely to allow the younger worshipers of the eldritch time to fully bear witness, and grow into their new fishlike bodies.

Enemies would include things like Choir fishmen, Various themed sea life, Eldritch Bards, And the all to terrifying Singing Shoggoth.
Bosses would probably include stuff like Fishmen choirmaster, Adult Fishmen, Big tier sea life, or other such things.
Traps would probably be mainly Int challenges, Focusing on willpower and int to navigate the eldritch phenominum.
« Last Edit: January 24, 2021, 01:19:20 am by frostgiant »
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TricMagic

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Re: Rogue Race - Dungeonmancer's Thread/Design
« Reply #34 on: January 24, 2021, 09:35:16 am »

Quote
Dance Dance Door
A unique door that plays music and lights up squares on the floor. In order to open it you must keep to the beat and press all the tiles. T Failing three times drops you down into a spike pit. Grows more difficult the further down into the dungeon you go. The door also closes after a minute so it's quite tiring to do before a boss fight.
« Last Edit: January 25, 2021, 07:58:27 pm by TricMagic »
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Failbird105

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Re: Rogue Race - Dungeonmancer's Thread/Design
« Reply #35 on: January 24, 2021, 02:48:40 pm »

Quote from: Floor: Grand Spider Gala
A floor with the general construction themed on the inside of a gothic mansion. Cobwebs would decorate the corners, but otherwise the place would be clean. Light would be provided both from chandeliers hanging from the ceilings, and 'windows' to the 'outside' through which 'moonlight' would shine.

In terms of structure, the battle rooms and empty rooms would be corridors rather than full sized rooms. There would be two trap rooms, two puzzle/chest rooms, and the boss chamber would be an exceptionally large central ballroom that can contain both the boss and a trap at the same time.
Additionally, the ceiling in this floor would be higher than usual, with the bottoms of the chandeliers being at the normal height of the ceiling.
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Naturegirl1999

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Re: Rogue Race - Dungeonmancer's Thread/Design
« Reply #36 on: January 24, 2021, 06:20:25 pm »

Quote from: Dancing Spider
A spider the size of a rat, each time it attacks, it’s venom has a chance of forcing the target to dance along. While the target is Dancified, it cannot attack. Dancify can last in a range of 10-60 seconds.
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AnonymousSpeed

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Re: Rogue Race - Dungeonmancer's Thread/Design
« Reply #37 on: January 25, 2021, 07:29:48 pm »

Abnormally Large Worm
A worm which is abnormally large. It has razor-like teeth which it uses to dig through the ground before popping up next to the protagonists and biting them. Unfortunately an abnormally large worm is still too small to swallow a hapless hero whole, or even to bite a leg off, but it could definitely take out a few toes. Its favorite dance move is the Hokey Pokey.
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TricMagic

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Re: Rogue Race - Dungeonmancer's Thread/Design
« Reply #38 on: January 25, 2021, 07:56:56 pm »

Quote from: Votebox
Dance Dance Door: (1) TricMagic
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m1895

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Re: Rogue Race - Dungeonmancer's Thread/Design
« Reply #39 on: January 25, 2021, 11:45:59 pm »

Spidermen, Beguine
to fill out the spider floor we've contracted some Spiderman duel-dancers. spiderman duel-dancers are well accustomed to fighting to the music, and they fundamentally don't feel pain the way most non-arthropod beings do. This makes them potentially formidable, though they stand a head shorter than your average being. Each duel-dancer carries bucklers and rapiers, the exact amount varies depending on the preferences of each individual. some reckless dancers forgo the use of bucklers at all, instead carrying 6 rapiers. Other, fewer and stranger, dancers choose to only wield bucklers, but neither extreme seems to actually effect their capabilities. They are still fully capable combatants able to parry and riposte quite effectively. they typically wear fine clothing woven from spidersilk instead of normal armor. Said spider silk is just strong enough to turn a blade on occasion, though with their exoskeleton it provides them with something approximating actual armor.
One of their stranger aspects is poison and venom. while they don't use poisons normally, they are largely immune to spider-based ones, but their unique circulatory structure means that any poison that does effect them will have a "somewhat out-sized" effect.
« Last Edit: January 25, 2021, 11:53:45 pm by m1895 »
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Failbird105

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Re: Rogue Race - Dungeonmancer's Thread/Design
« Reply #40 on: March 14, 2021, 02:39:51 pm »

Underdark Attendants
Every manor, no matter how gothic and seemingly decrepit, requires its Servants. And as servants of the Spider Goddess Lolth, it only makes sense that Drow, otherwise known as Dark Elves or Deep Elves, should be the Servants to the lady of the house in the Grand Spider Gala. Garbed as fashionable butlers and maids with spider-themed attire woven from sturdy spider silk, their fighting style is a blend of an elegant ballroom dance, and a cruel dance of death. Though they can't be said to be any notably stronger or faster than a human, they make up for it in the skill with which they wield their blades in combat as they fight in time with the rhythm of the floor, not to mention they're still stronger than a rat.
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m1895

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Re: Rogue Race - Dungeonmancer's Thread/Design
« Reply #41 on: March 14, 2021, 02:44:53 pm »

Quote
Grand Spider Gala: (1) m1895
Underdark Attendants: (1) m1895
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TricMagic

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Re: Rogue Race - Dungeonmancer's Thread/Design
« Reply #42 on: March 14, 2021, 02:47:15 pm »

Quote
Dance Dance Door: (1) TricMagic
Grand Spider Gala: (1) m1895
Underdark Attendants: (1) m1895
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Failbird105

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Re: Rogue Race - Dungeonmancer's Thread/Design
« Reply #43 on: March 14, 2021, 04:29:15 pm »

[
Quote
Dance Dance Door: (1) TricMagic
Grand Spider Gala: (2) m1895, Failbird
Underdark Attendants: (2) m1895, Failbird
« Last Edit: March 14, 2021, 04:44:31 pm by Failbird105 »
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Naturegirl1999

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Re: Rogue Race - Dungeonmancer's Thread/Design
« Reply #44 on: July 08, 2021, 07:39:34 am »

Quote
Dance Dance Door: (1) TricMagic
Grand Spider Gala: (3) m1895, Failbird, NG1999
Underdark Attendants: (2) m1895, Failbird
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