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Author Topic: Slime based creatures  (Read 1462 times)

BDR

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Slime based creatures
« on: July 26, 2007, 04:41:00 pm »

I've been exploring caves with adventurers mostly, and I've noticed that there is a significant lack of slime-based creatures.  We have mudmen, and there's apparently grimelings as well, but neither the classic nonsentient ball of goop that eats whatever it comes across even if such things are alive nor any of the variants seem to exist.  Thus I propose the following:

* Normal slimes.  These guys eat anything they find, and if one of your dwarves accidentally bumps into one they might try and eat him too.  Weapons can get stuck in them, and if the fighter is really unfortunate can be completely enveloped, in which case (depending on balance, coding, and such) the weapon either becomes lost and the slime gains a level of size, or the weapon slowly degrades inside the slime's body, and only once it's completely destroyed does the slime gain a level of size (during which time you have the opportunity to try and kill the slime another way, and perhaps retrieve your weapon).  Their blood is paralytic, which means that if your fighter is truly down on his luck he will get paralyzed and end up being eaten by the slime.  The larger variants (whether gelatinous cubes or simply large slimes) will be able to completely envelop your fighter, whereas the smaller variants will only be able to envelop part of the fighter.  Any bodypart enveloped will suffer damage until it is completely destroyed, at which time the slime will grow a size or two (depending on how large it is already and how much it actually ate) and move on to the rest of the prone fighter.  If the fighter gets completely enveloped, their whole body will take damage until he/she dies, after which the slime/cube will proceed to crush and absorb the body of the fighter (as well as grow according to the ideas mentioned above).  I figure these types of creatures have to have a fair bit of control over their material structure, so they will also be able to absorb blows to a certain extent.  Another idea I heard on #bay12games was to make it so that if you have too much miasma around your fortress that a slime comes around looking for stuff to eat.

* Acidic slimes.  These do not paralyse, but they will corrode your weapons with each strike as well as your armor and flesh with each hit (it's only a chance for a bit of the goo to land on you, but if it does... it'll eat a hole in your armor, and if it touches your skin, you'll be looking at exposed bone pretty soon).  They won't have any ability to block, though, and can be fairly safely killed from range; barring this the quality of the metal used determines how easily and quickly it corrodes (copper will melt away quickly, but adamantium will stand up quite well to the acid).

There's certainly more variations possible (fire/lava, metal, etc), but for now I think that should do for comments.

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ravensword227

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Re: Slime based creatures
« Reply #1 on: July 26, 2007, 04:53:00 pm »

quote:
Originally posted by BDR:
<STRONG>
* Acidic slimes.  These do not paralyse, but they will corrode your weapons with each strike as well as your armor and flesh with each hit (it's only a chance for a bit of the goo to land on you, but if it does... it'll eat a hole in your armor, and if it touches your skin, you'll be looking at exposed bone pretty soon).  They won't have any ability to block, though, and can be fairly safely killed from range; barring this the quality of the metal used determines how easily and quickly it corrodes (copper will melt away quickly, but adamantium will stand up quite well to the acid).

There's certainly more variations possible (fire/lava, metal, etc), but for now I think that should do for comments.</STRONG>



Like black pudding from Nethack?  I hate those guys!  They made such an impression on me that I instinctively ignore all slime creatures in WoW.

They'd make the world more interesting.  I'm not sure if they're not already planned.

http://www.bay12games.com/dwarves/dev_single.html


EDIT, ADD:

prevents rust and corrosion

If an item is linked to a creature (possibly its maker), then it may disappear after the death of its owner (in a puddle of black caustic slime, etc.).

[ July 26, 2007: Message edited by: ravensword227 ]

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Grek

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Re: Slime based creatures
« Reply #2 on: July 26, 2007, 05:22:00 pm »

We can already make slimes, but can't make them swallow things in combat. be acidic or get bigger. Creture atributes in general could expanded.
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Fieari

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Re: Slime based creatures
« Reply #3 on: July 26, 2007, 07:00:00 pm »

Can we really make amorphous creatures without legs or feet... or heads... that can still move around?  I thought limbs were required for movement.
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BDR

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Re: Slime based creatures
« Reply #4 on: July 27, 2007, 12:01:00 am »

We *can* make 1 part bodies, and I do have a prototype, but it won't quite be the same, and (as you mention) it's unclear how it'll function in-game.

Some more ideas: At first I wasn't sure how to separate the cubes from the normal slimes, but I think what would be most interesting and memorable is if the cubes grew bigger after eating things, but took longer to consume stuff, while the slimes simply multiplied after eating a certain amount of stuff, and took less time to finish.  Also, in the vein of expanding creature attributes, a 'withering' attack similar to life draining attacks in Crawl or the 'touching' attacks ghosts in IVAN make would be pretty neat.  That may have to wait until magic in general gets added in, though.

[ July 27, 2007: Message edited by: BDR ]

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Asehujiko

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Re: Slime based creatures
« Reply #5 on: July 27, 2007, 04:06:00 am »

WoW slimes are just as harmless as any other creature.

Noteworthy exeptions:
Gnomeregan slimes leave a 150dps poison cloud after they die.
AQ20 slimes are NOT to meleed by anybody exept the tank.
Viscidus should not be attempted without the whole raid having 315NR, even at 70.

About DF slimes:
Perhaps we should have degrees of corrosiveness. 2 for example takes a week or so to eat an average weapon where 5 can devour anything simply by bumping into it.

0 Things stuck in this are stuck untill somebody gets them out. Unlucky adventurers will most likely starve.
1 Slowly desintegrates content over the course of years.
2 Desintegrates at a moderate pace.
3 Semi corrosive. Damages armor with wrestling holds etc.
4 Destroys armor at a fast pace and causes considerable flesh damage.
5 Highly corrosive. Capable of damaging armor and flesh alike simply by getting in contact with them.
6 Coming in contact with this has the result of a bucket of sulphuric acid being poured over your adventurer.

I think it would be hilarious to have a chasm where you put alot of things in, and one day a 0 corrosiveness slime comes out with each of those items stuck in its head.

Once wizards are in, realy evil ones may deploy highly corrosive slimes to melt themselves through the rock as a type of miners.

Or, you find several unnaturaly smoothed tunnels going through your fresh fort. But there are no legends of anything living here. Only a small goblin caravan that disappeared without a trace. The only clues are two words carved in the rock, that in goblin tongue read "it burns". It looks like something tried to erase them by pouring acid over it, but failed to remove them completely.

Would you dare to build a fort there?

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Mzbundifund

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Re: Slime based creatures
« Reply #6 on: July 27, 2007, 09:58:00 am »

quote:
Originally posted by Asehujiko:
<STRONG>Would you dare to build a fort there?</STRONG>

Heck yes!  Trap the entrances to these smooth tunnels with glass cage traps, set up the newly filled traps as a zoo, then (t)ransfer goblins into those cages whenever the dwarves need a little entertainment!

Now imagine if we could get extracts from the slimes and turn the extracts into some ridiculously awesome liquor, eh?

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Abyssal Squid

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Re: Slime based creatures
« Reply #7 on: July 27, 2007, 10:15:00 am »

quote:
Originally posted by BDR:
<STRONG>We *can* make 1 part bodies, and I do have a prototype, but it won't quite be the same, and (as you mention) it's unclear how it'll function in-game.</STRONG>

I once tried making a silacoid from X-COM, to go along with Pesty's suggestion for terror missions.  They're basically a heavily-armored slime, so I tried just giving them a 1-part body; this allowed them to move just fine, but the game has trouble killing things that have neither blood or heads.

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BDR

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Re: Slime based creatures
« Reply #8 on: July 27, 2007, 11:42:00 am »

quote:
Originally posted by Mzbundifund:
<STRONG>

Heck yes!  Trap the entrances to these smooth tunnels with glass cage traps, set up the newly filled traps as a zoo, then (t)ransfer goblins into those cages whenever the dwarves need a little entertainment!

Now imagine if we could get extracts from the slimes and turn the extracts into some ridiculously awesome liquor, eh?</STRONG>


You assume that the slimes are traveling down the same paths all the time, and that glass does not corrode as easily as copper under those circumstances. ;P  As for extracts, I agree that there should be at least be some kind of food product (a drink product would be pretty neat too, but I'd have to wonder how you'd get something drinkable out of even a battery-acid level slime).  After reading up a little bit on sulphuric (ph/f) acid, I think it'd be neat if we had the ability to set up tubs/kegs of water for just this kind of emergency (though medical treatments in general need revamping and that is on the dev list).

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Asehujiko

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Re: Slime based creatures
« Reply #9 on: July 27, 2007, 01:55:00 pm »

Dwarves can wade through magma and get away with broken(wtf?) feet, i think that drinking from a battery won't do anything worse then cause them to vomit a bit more.
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Mephisto

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Re: Slime based creatures
« Reply #10 on: July 27, 2007, 06:24:00 pm »

quote:
Originally posted by Asehujiko:
<STRONG>Dwarves can wade through magma and get away with broken(wtf?) feet, i think that drinking from a battery won't do anything worse then cause them to vomit a bit more.</STRONG>

Your weaklings sicken me... Mine SLEEP in the magma at times and come out unscathed. It's a popular hangout in my fort.

On the subject of corroding glass cages, if they somehow do corrode, how about making that apply to only certain kinds? Maybe crystal glass is immune? That would make your slime-gathering extremely expensive. Something could be done to make the extracts very valuable in return, too. Crystal glass shortswords with corrosive slime paste along the edge?

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herrbdog

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Re: Slime based creatures
« Reply #11 on: July 27, 2007, 06:27:00 pm »

I think of more a glass globe filled with acid, then launched from a catapult. Just a little splash would do ya harm. A miss would be an expensive error though. How about an acid flood? 'Course, storage would be troublesome, and the damage from that could be very interesting. Oops! Acid on my limestone floors... no more floors!
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Asehujiko

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Re: Slime based creatures
« Reply #12 on: July 28, 2007, 01:02:00 pm »

0 Acid slimes would be useful walking storages. Just let the smith stick the sword in, crawl to gate and let the soldier pull it out. If your slime-tamers suck the glob might decide to eat the solder as well.

6th lvl acid=new shampoo for mandating nobles?

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herrbdog

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Re: Slime based creatures
« Reply #13 on: July 28, 2007, 01:59:00 pm »

...and yet another way to off nobles. THIS IS A MUST!
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Metalax

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Re: Slime based creatures
« Reply #14 on: July 29, 2007, 02:30:00 am »

quote:
Originally posted by herrbdog:
<STRONG>a glass globe filled with acid, then launched from a catapult.</STRONG>

No, no, a glass globe filled with a tamed slime. Hehe.

Edit for thought:

And of course seiging armies could do the same. 3-)

[ July 29, 2007: Message edited by: Metalax ]

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