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Key/Fauna/Enemy Hybrid(s): Slulls, [Skull Slugs: Hell Wildlife and Key]

  • SArais
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6 years 4 months ago - 6 years 4 months ago #1 by SArais
Inspired by a minor typo on /vr/, where somebody mentioned "Red Slull removed from inventory", for a map called Dance of Death for the upcoming Vinesauce competition, the "Red Slull" was the basis for the Slulls; Skull Slugs.


A close relative of the Devil Worms, the Skull Slugs have a similar lineage. It is belived that the "skull orbs" are infact the eggs of this species of hellish wildlife. Despite the name, they consist of a body akin to large centipedes, covered in copious amounts of an unusual sort of secreted gelatin, and a head ending in a skull; As they age, they grow larger and the secretions more deadly, whilst their mandibles harden. These make them deadly to their prey; ae: imps and other humanoids. The newborn typically can be confused for keys unless they are approached, at which point they'll try running away. They can otherwise be substituted for keys.
Last edit: 6 years 4 months ago by SArais.

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  • MagicWazard
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6 years 4 months ago - 6 years 4 months ago #2 by MagicWazard
So if you catch it, you can use it as a key? Do you need to kill it first?

Also, when they key is placed into the map...is there a defined amount of time available for the player to collect the key before it comes to life first?
Last edit: 6 years 4 months ago by MagicWazard.

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  • SArais
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6 years 4 months ago - 6 years 4 months ago #3 by SArais
Dependant on settings or commentate in it's script I guess. You don't need to kill it, but it is possible to. There could be a time before it becomes active, or be proximity-based. Could possibly slowly "walk" up to the key with fist out- running past would 'startle' the creature. causing it to try to (slowly) flee the player. They could be in places alternative typical keys.

Generally brainstorming.

Suffice to say:
Can use it as a key.
Not necessary to kill it, but it will stop it from moving away from you slowly. (possible other things like live small-ones will still try to flee the player, but each of the three has an additional beneficial effect while alive?)
Time until activation can be set, or be proximity based
Generally tries to flee the player.
Optional lore-fluff to tie it to the devil worms or skull orbs. Implicitly more of a natural disguise.
Optional later-lifecycle stages that are variable degrees of harm, with the smallest ones being the size of a skull-key, and usable as keys, and the later ones in varying degrees of threat- up to the player's scale.
Fits in with other fauna (ae: cacodemons)
Possible frame for in-hand versions of various keys? keeps player's mugshot clear of items so they can still have their mugshot visible?
Last edit: 6 years 4 months ago by SArais.

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