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