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You know the clockwork ruins, what if they had their own respectable biome? - the chackmate biome As new islands are being discovered so are new areas growing in the mainland such as the checkmate ruin Unlike the other clockwork ruins, this ruin is heavily fortified so it can defend its goods against outsiders - what the checkmate biome consist of - sculpted trees - normal clockwork - stone walls - traps - statues - evil flowers How it will be shaped When I was thinking about this biome, it should be more of a clockwork ruin then a natural source of nature or a land that tries to look natural Most parts of the biome should be consumed by the fortress in which houses valuable items and Manny dangers - traps Fire trap We're all aware of the idea of a fire trap in a wooden fortress but how would it work in a stone fortress? In some rooms there will be a second lair of wood walls in which the trap once activated will set fire at the entrance in which you had entered Ice trap In some rooms, traps will be activated by doing some actions like this one When ever you may be entering a room by opening a door, the ice trap will shoot at you and freeze you over the natural duration This trap is designed so if the players trying to excape from danger into another room well... you get the point Pressure plates Much like dsh in this fortress will have pressure plates which will cause actions such as - bow darts - shadow clone summoning (they won't help you but will attack you) - reactivate clockwork - doors locking - chests catching on fire New items consist of - horn thing - box thing - disk thing Once you find out what do with these items combined together makes... the gramaphone How to use the gramaphone Once placed and wind up, the gramaphone will play music (which we know as ragtime) for as long as you want This will cause a sanity drain but, When you go fully insane, the monsters in the dark won't bother you unless if you turn the music of or leave its radius The object can be placed or can be in your inventory - creatures Failed sculpt Wait a sec... I thought I saw something move in the dark, yes lady's and gentlemen probably and second scariest creature next to the stage hand will you please welcome the failed sculpt Much like the stage hand, will try to follow any source of light and will pull of tricks in the dark such as - moving things around - dealing damage to the player if they're not looking However this is not a threat to worry about if your invading the checkmate ruin during day Experimental Clockworks Practically the king of the fortress but not a giant, these Clockworks have 3 versions Chemical clockwork Using chemical weapons this clockwork may be very dangerous if you don't proceed it with protection Movement Slow Combat movement :acid bomb: the machine will through a chemical bomb which once landed will explode sending and spilling acid anywhere, players however can avoid this if they look out for the sliding liquid :acid spew: trying to hide behind a wall or trying to fight at up close, it will spit a pool of acid on you so try to not step in it Reward - ice gem -10 gears Electrical clockwork This clockwork although stationary can deal dangerous amount of damage... unless if it's not raining Movement Stationary Combat movement :chain lighting: the clockwork will shoot a strand of electricity at the player, but if the player is standing next to another it will do a chain reaction :unbridled power: if Clockworks are in the room, the electrical clockwork can give it a power boost by shooting electricity at them :Additional: if you build a lighting rod the Machine will be attracted to it and will ignore you Wx can be giving an overcharge if hit by the machines electricity strands Reward - purple gem - 10 gears The repurpose clockwork This machine is a factory and a accident waiting to happen :breaking: the machine will break a structure and consume the left over items :repurpose: once consumed can create clockwork pawns to aid him :bite: if the machine were to be attacked up close will proceed to do a biting attack :fail safe: if the machine is close to death there will be a chance that a clockwork pawn will clog the machinery and if the survivors aren't careful the repurpose clockwork will explode and the items in it will be destroyed Reward - fire gem - 10 gears Additional things to know about experimental clockwork - only one can appear once a year So that was my idea for the checkmate ruin, any feedback anyone