ID:151652
 
As you all know, Submerged is a survival horror, round base game. The game is set on an underwater compound. What I am asking is for some feedback on disasters that we could add to the game. Here are currently the disasters that we have. Feel free to add input and suggestions for different types of disasters!



Disasters
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Fire: Pretty self explanatory here, fires should have the ability to spread, and throughout multiple floors. Things can speedup/slow down the fire. Users can make gas trails to trap enemies, there could be a gas leak (both liquid and air gas) that blows up and sets everything on fire, fire extinguishers are a must (Some are full, some are halfway, some have a little bit, you get the picture!) , Fire sprinkler systems that may or may not work with then round starts.

Floods: The windows are nearly indestructible in the underwater compound. There would be cracks in the windows and the foundation. When a floor starts to flood, it will be displayed by having water displayed on different levels (fluid water would cause too much lag I suppose). The more flooded a level is, the more it slows down the people on the floor. If there is a broken wire around, the water would be able to electrocute people.

Rumble: Every now and then, the screen should rumble (as if in an earth quake), this would bring all players down to their knees. The rumble would be the building starting to weaken or collapse on itself. During a rumble, fires could break out, floods could be started, gas could be leaked, elevators could crash down and objects in the room could fly around potentially harm the user.

Oxygen: Oxygen could be stuck on low levels for a number of things, smoke, fires, etc. Simple, no oxygen, no life! Some floors could have dangerously low numbers of oxygen that slow the user down and periodically have them pass out!


Airborne Virus: Certain rooms/floors could have an airborne virus that restricts peoples vision/movement for the remainder of being on that floor (Wears off gradually when they do exit the area)
This sounds like it'd be a great game to use the new isometric system with.
In response to Exophus
Hehe, that's what I thought. He said it's going to be top down, though.
In response to Jeff8500
The issue I have with iso for this game us that lighting plays a big role in this game and gameplay wise, I don't think we'll get the same effect.

So any suggestions for disasters?
Poison, acid, radiation and creatures (even bloodthirsty fish in the water on the floor ;)) could make for interesting additions.
Power outage.

Structural failure that's not of the entire compound - that is, internal walls fall over, rubble everywhere, etc.

Chemical leak. Some chemicals will burn skin, or have other unpleasant effects on unprotected characters, some will react with stuff, some will be deadly gases, some will just be pretty colours that make it hard to see.

Experimental animal escape.

Emergency lockdown - blast doors close and lock, are tricky to get through. Some other failure of locking/door systems could be interesting.

An actual explosion. See chemical leak, above, also fire.

Oversupply of oxygen and making fires extremely dangerous (And easier to start), as well as screwing with people who breathe it (Not sure what the exact effects of too much oxygen are, but I'm sure you can research them)

Power surge/fluctuation/etc., blows out some electrical equipment, starts electrical fires, etc.
In response to Sariat
If you were able to figure out a lighting system that worked nice with an isometric map then it would be all the more sweeter..

As for disasters, you mentioned there were multiple floors... what about floors breaking and caving in or something like that?
In response to Exophus
Exophus wrote:
If you were able to figure out a lighting system that worked nice with an isometric map then it would be all the more sweeter..

I smell some new libraries afoot. I think we'll be having some new Developer articles every few hours once the update hits.
In response to Exophus
Existing libraries should still work, seeing as on the programming end nothing is different at all with isometric, it's still tile-based and the same as it was before. Of course, if a library uses icons then they will need to be changed/updated to display properly in isometric worlds, though.
In response to Kaioken
I just don't see this game as an iso-metric game. I think it would take a lot of fun out of the game as far as perspective. I am still not sold on the iso system on BYOND in general, maybe for future topics, but just not for this particular game.