Here's a VERY early example of what you'll encounter when you locate and attempt to disarm a mechanical trap in a dungeon:
So basically, the aim will be to successfully move one of the blue gems from one end of the trench to the other, and insert it into the socket WITHOUT the gem getting crushed by one of the pincers in the mechanism. The mechanism will also be linked in with the procedural level generation, so some traps will be easier to disarm than others. The number of gems is also important. You only need to get ONE of the blue gems to the other end of the chute to disarm the trap, but sometimes you will get 2 or 3 chances to do it, whereas other times you'll just get the one. If you fail to disarm the trap, then it is forever locked in an active state and the only way to pass it is to go through it. But then again, you may be lucky and have a scroll or spell to do the job for you...
But yeah, this way, it's based on luck and skill of the player, and not points that can be buffed.
We'll also be coming up with a separate mini-game for picking locks on some doors and chests! The difference of course being that to pick a lock, you need to have lockpicks, but to disarm the trap you just need your wits about you, and a quick mouse-hand!
We'd love to know what you think of this system! Just keep in mind that what you see in the video is a VERY early example of what it will be like. More a proof of concept than anything...
But we think it'd make a swell smartphone game!
Until next time!