So the Roadmap had revealed that the Devs are implementing something inside of each dungeon that will make the blocks indestructible until the player removes the "dungeon core", probably to prevent the players from chating their ways into the treasure rooms. However, what if the dungeon is buried in sand, water and/or lava, and are partially composed of weak materials that will instantly drop to the ground the moment that the "dungeon core" is removed? That way, players would have to have a limited amount of time to escape the dungeon with the core in hand, before being buried alive by sand, water, lava, or worms, flesh eating worms. It'll make an interesting tale to tell the folks at the space bar about, and it can further utilize the "dungeon core" system that will be implemented when starbound is released. Edit: Wox and Warf have suggested that the weak blocks fall gradually, with the blocks closest to the core falling sooner than the blocks farther away from the core, giving players time to escape. I think that's a swell idea as well.
And hopefully this should be a relatively simple feature to add to the dungeon generation. The WOX APPROVES! I feel vindicated somehow!
Like I've said, only part of the dungeon will be composed of this weak material, so each room should only have a few leaks that slowly flood the rooms with whatever the temple is buried in. But yes, I can see your point about everything collapsing at once. I will revise my suggestion a little.
Well, a kitty box could be considered a happy box, since kitties bring happiness to most, so therefore it comes inside of me.
I support this idea, but maybe add more blocks to it. An example would be an ancient like dungeon that closes off areas with well placed brittle stone blocks that fall like a door closing, just an idea.
I mentioned in another thread that I would love to see dungeons that had gradually rising lava or acid or falling debris that becomes more frequent over time... Eventually the dungeon becomes nearly impossible to explore, forcing you to escape as fast as you can and then come back latter. To stop the effect and fully explore the dungeon, you have to defeat a boss who is causing the problem who resides in a battle room deeper down. It works because you can't really exploit the fact that the boss can't leave the room because you are on a dangerous time limit anyway, and it also forces you to defeat a boss before you can continue. This seems like the opposite, where after defeating the boss or destroying the dungeon protector the lava starts to rise or rocks start to fall. I think it would be easier to code for the falling rocks being a sort of projectile instead of actual blocks, and rising lava could work like a sort of vertical Wall of Flesh mob that effects the player just like lava would if they get caught in it. Might not be the easiest things to code, but they'd be totally awesome.
I think it'd be really cool if an escape theme started playing, or if the battle theme of the area started playing when you're running from a collapsible dungeon collapsing. If you just heard the same old peaceful music while running from blocks falling all over and possibly lava flooding in, it'd feel very odd.
I really hope for separate themes if this does happen. Whenever I hear an escape song in metroid, I know it's time to get the hell out as fast as I possibly can. It'd make it much more intense with an epic song screaming to you "HEY YOU, GTFO NOW!".
Sounds good, it would be cool if the background would start shaking as the structures slowly collapse (This is a case of old, specific dungeons, not new laboratory dungeons?)