Five floors, pentagonal taking up 11.7m square (8 tiles minus half wall thickness). Floor size decreases as go upwards like a ziggurat. No opponents, just traps, dread, and story.
Bottom floor has secret entrance as kickable bricked up doorway
Stairways on alternating sides, maybe two or three sides counterclockwise from landing.
First floor: pit trap center, stone throne against far wall
Second floor:
Third floor:
Fourth floor: False treasure: the object on the pedestal is either gold or just a regular rock, maybe titled Geode? (question-mark inclusive) :) The stairway up to the fifth floor is another kickable bricked up secret door.
Fifth floor: High domed ceiling, pedestal in center holding the shard, surrounded by at least five mummies in various states of prayer or decrepitude.
Pitch scaling the gregorian chant:
The playback speed of an audio is the Pitch Scale or pitch_scale in AudioStreamPlayer
Changing the playback speed means also changing the pitch:
Speeding up = Higher pitch (chipmunk-like)
Slowing down = Lower pitch (demon-like)
To counter this, you may wanna add a Pitch Shift effect to your audio bus.
https://www.youtube.com/watch?v=PuOB4Jk27sA
For reliquary, a chest with a booby trap?
Ghost on one floor or maybe that effect near some eye art
Mummies should not ragdoll, they're stuck in their pose
The moment you kick down the doorway of the 4th floor of the reliquary or enter the stairway, the music quickly fades to silence.
How to cue player into finding the wall:
Float text?
Writings to be found? out of scope for demo
"Something is off with this"
"The wall doesn't line up"
"Something is odd about this"
Or just the music coming from the center of the map? Test how many players miss it
Have the sledge findable on last level, called Skeleton Key, Skeleton Key of Sorts, or Opener of Ways - needed for breaking open the reliquary secret door?
Smoke sometimes coming out of cultists' faces during ascent and they (sometimes?) don't have shotguns anymore?
PREFAB RELIQUARY
Five floors, pentagonal taking up 11.7m square (8 tiles minus half wall thickness). Floor size decreases as go upwards like a ziggurat. No opponents, just traps, dread, and story. Bottom floor has secret entrance as kickable bricked up doorway Stairways on alternating sides, maybe two or three sides counterclockwise from landing. First floor: pit trap center, stone throne against far wall Second floor: Third floor: Fourth floor: False treasure: the object on the pedestal is either gold or just a regular rock, maybe titled Geode? (question-mark inclusive) :) The stairway up to the fifth floor is another kickable bricked up secret door. Fifth floor: High domed ceiling, pedestal in center holding the shard, surrounded by at least five mummies in various states of prayer or decrepitude.
Pitch scaling the gregorian chant: The playback speed of an audio is the Pitch Scale or pitch_scale in AudioStreamPlayer Changing the playback speed means also changing the pitch: Speeding up = Higher pitch (chipmunk-like) Slowing down = Lower pitch (demon-like) To counter this, you may wanna add a Pitch Shift effect to your audio bus. https://www.youtube.com/watch?v=PuOB4Jk27sA
For reliquary, a chest with a booby trap?
Ghost on one floor or maybe that effect near some eye art
Mummies should not ragdoll, they're stuck in their pose
The moment you kick down the doorway of the 4th floor of the reliquary or enter the stairway, the music quickly fades to silence.
How to cue player into finding the wall:
Smoke sometimes coming out of cultists' faces during ascent and they (sometimes?) don't have shotguns anymore?