A Poll
Added 2019-07-11 07:13:47 +0000 UTCThe vine moves are pretty well received, and for next patch, I added a few more variations.
In the current patch, only enemies are able to use the vine moves, so naturally, people want a way for them to use vine moves on others. However, since the player is not a tentacle monster, having her able to summon vines out of the thin air is kinda weird. But there is an alternative, I am going to allow the player to place traps, and the vine trap is one of the traps the player can place.
The traps are implemented as items that the player can equip and use. There are two ways to implement this:
- As a regular consumable item that each use will consume one stack of the item and the player will need to rebuy more of them in the shops.
- Implement it as a kit, with infinite uses, however, each use will consume from a global resource pool (“Supplies”). This global resource pools is shared across all items. So for example, assuming 2 types of traps: A and B, each consuming 50% of the global resource per use, the player can place either 2 As, 2 Bs or 1 A and 1 B. This global resource is refilled whenever the player is healed.
So here is the question: which method do you prefer?

Some other news, @Mike W released an impressive mod with new elf outfits, weapons and more! Get it here!
Comments
I want to have a limit on it, and not giving it infinite uses
Enlit3D
2019-07-16 00:26:51 +0000 UTCWhy not make it be a "spell cast" or "controlled summon" or something? Or something that an allied summoner can do?
WillTheRealEcchiPleaseStandUp
2019-07-14 09:27:09 +0000 UTCwhy the player can't be a tentacle monster? could be fun ^^
PCuser64
2019-07-13 23:21:07 +0000 UTCThat way, it could make INT useful, I like the idea!
Verdonator
2019-07-13 20:58:19 +0000 UTCHave them spawn from a flask would be cool too since flask already have limited ammo and traps could spawn at the point of impact. It could be a flask with fertilizer and the H gas mixed, I'm not sure if it makes sense biologically though^^
Verdonator
2019-07-12 20:33:08 +0000 UTCi have no vote on the subject either or is fine with me. i am more interested in what they can do to me versus what i can do to them
MICHAELL
2019-07-11 22:09:58 +0000 UTCMostly because the "placing traps" animation already exist
Enlit3D
2019-07-11 17:26:44 +0000 UTCAnd why not as a weapon with limited ammo like bow or gas ?
2019-07-11 17:05:41 +0000 UTChttps://i.imgur.com/6rZ8g8R.jpg
Enlit3D
2019-07-11 16:12:13 +0000 UTCWell, that's how the range ammo used to work before they went infinite, so you can say the framework is already there.
Enlit3D
2019-07-11 16:10:55 +0000 UTCMaybe you could incorporate the resource pool in a stat? Have the player start off at X supplies, but they gain +Y for each point they put in whatever stat.
Laytruce
2019-07-11 15:38:55 +0000 UTCI like option "B" here. This way it can't be over used since money isn't hard to get in the game currently. You get two per heal which I think is plenty. That being said, seeing about 10 of them all active would be hilarious. Either way I'm going with "B"
2019-07-11 09:12:08 +0000 UTC<img src="https://pics.me.me/elves-are-a-proud-and-noble-race-we-are-not-23615074.png">
Icarus Media
2019-07-11 09:01:59 +0000 UTCSince the setting seems to be medieval, why not have it as a kind of spell? Then it might not look weird.
Icarus Media
2019-07-11 08:58:33 +0000 UTCOn one hand I feel like adding the rechargeable global resource is unnecessarily complicating things and would stand out oddly as a system as it is now, but on the other hand it might be a good foundation for future additions that could also draw from the "supply" thing. Some sort of powerful projectile? Placeable totems with AoE? Healing kit? Stuff like that.
RunningInThe20s
2019-07-11 08:28:20 +0000 UTC