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[Mod Idea] Clockwork Tooth Trap


Ortorin

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I sorta have a prototype as it is.

 

I thought of a simple and effective animation for your model.  With the picture as you have it, the trap would start to turn spinning the teeth like a fan. When the trap retracts it does a lazy corkscrew into the earth. When it is triggered, it spins out of the ground quickly and violently.

 

I think this would be a nice touch, remove teeth from the sprite to show "damage" and indicate when the trap needs another tooth.

 

I can better explain any part of that if you like. =D

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I thought of a simple and effective animation for your model.  With the picture as you have it, the trap would start to turn spinning the teeth like a fan. When the trap retracts it does a lazy corkscrew into the earth. When it is triggered, it spins out of the ground quickly and violently.

 

I think this would be a nice touch, remove teeth from the sprite to show "damage" and indicate when the trap needs another tooth.

 

I can better explain any part of that if you like. =D

I quickly did some edits to what it would like when a Tooth is missing and it needs refilled.

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I has a suggestion.

 

The gear in the tooth trap doesn't really look like a gear. I mean, it does, but the color is off. Try and make it more orange-y, because it looks kinda like a wooden disc.

(But if that's what you want it to look like, it's fine.)

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I quickly did some edits to what it would like when a Tooth is missing and it needs refilled.

Looks good to me. ;]

Could you make it into an atlas? (is the img link I posted working for you?)

The smaller trap in the middle corresponds to the trap as an item put on the ground, but not placed ("armed").

I has a suggestion.

The gear in the tooth trap doesn't really look like a gear. I mean, it does, but the color is off. Try and make it more orange-y, because it looks kinda like a wooden disc.

(But if that's what you want it to look like, it's fine.)

I believe it is a wooden disc, and the gear is being considered an internal part of the gadget.

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Looks good to me. ;]

Could you make it into an atlas? (is the img link I posted working for you?)

The smaller trap in the middle corresponds to the trap as an item put on the ground, but not placed ("armed").

I believe it is a wooden disc, and the gear is being considered an internal part of the gadget.

I'll see about that.

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Testing area has been built. That's 70 traps in there. This is going to be fun!  :devilish: 

Just keep this in mind, since the issue affects both regular and clockwork tooth traps* (and can't be solved by a mod without rewriting parts of the game).

* Bee mines too. It affects everything that has the "mine" component.

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The traps preform very well. I tweaked the reset time to 8 seconds. Other than that, I don't see anything else that needs to be changed. I'll have to start using these in a real game to get a better feel for how powerful they are.

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The traps preform very well. I tweaked the reset time to 8 seconds. Other than that, I don't see anything else that needs to be changed. I'll have to start using these in a real game to get a better feel for how powerful they are.

I think every time the trap uses up a tooth the damage should go down a little.

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I think every time the trap uses up a tooth the damage should go down a little.

 

While that might make realistic sense, it doesn't follow vanilla game logic.Also, it would be a pain in the arse trying to balance that properly.

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