I know there's been a plenty of suggestions about this matter but I didn't see anything similar to this one. Some ideas I think wouldn't work: Throwing projectiles, makes you think why it doesn't do it in the first place. Breaking blocks, was rejected by one of the devs I believe. Shaking the ground, sounds cool but would be useless against a simple two block tunnel.
The Solution:
Basically, the game checks if the Warden can't pathfind to any player it's angry at, and if it's been attacked by them. In which case, it simply digs back into the ground, just like when it doesn't detect any vibrations. It could move away and "stare" at the player it's been attacked by for a couple of seconds before digging, to add to the suspense and let the player know it's aware of what they're trying to do. After digging back, mild heartbeat sounds would be audible, but without the darkness effect to let the player know it's listening. If a player makes a noise, it reemerges from the ground, fully restoring its health, while keeping its anger level. After reemerging, the game could check only if the Warden can't pathfind to a player before digging back, not if it's been attacked, to make it seem more intelligent, should a player try the same strategy again. But you can ignore the last part too.
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