[font=arial][color=rgb(51,51,51)]Since i've been actively developing Wicked Lair for 1 and a half months now it seems like i have some catching up to do on the dev journaling part of it.[/color]
[color=rgb(51,51,51)]I want to start by discussing one of the core mechanics of the game: Traps. In Wicked Lair traps are sort of like static creatures, and in that sense they also take up one creature spawn plot.[/color]
[color=rgb(51,51,51)]Once a trap is built it is ready to spring on the next unsuspecting hero to pass by it. Traps are triggered - unsurprisingly - by heroes walking over/into them, right now this always happens, but i have plans to mix it up a little, more on that further down. When a trap is sprung it sets in motion an event or a series of events. That could be as simple as dealing damage to the hero or something much more intricate.[/color]
[color=rgb(51,51,51)]After that, the trap is deactivated until it resets, how long a trap takes to reset depends on it's strength. Right now traps cannot be destroyed, but are expensive to build and there is a limit of 1 trap per floor. All of this is of course subject to change as balance demands.[/color]
[color=rgb(51,51,51)]Trap Memory[/color]
[color=rgb(51,51,51)]I intend Traps to be fairly strong, they are expensive and they should be fun to use/see in action. For example on the catacombs floor we have the "Swinging Axe" trap that swings from the ceiling and pretty much gibs the hero that triggered it.[/color][/font]
[font=arial]
I would suggest making the font size a little bigger