Forum Discussion
bizuktag
7 years agoSeasoned Ace
I was surprised to see the "traps" in the temple consist of a basic dice roll to see whether you're successful or not. I was expecting an element of surprise like the videos linked in this thread that involved hidden switches/pads that would set off booby trap style traps.
I think they could've made more of the skeletons. Instead of a door with an electrical field that's controlled by a lever, place four skeleton "statues" in front of an archway to prevent your Sim from passing. Then put a fifth skeleton in front of them which interacts with your Sim by fighting it - they already have a fight animation with a dust cloud and everything. If your Sim wins, the skeleton guards step aside and you can pass.
Or, since they have an animation for a Sim taking notes in the temple, why not have that research lead to activities to do? For example, research says one of the Omiscan deities liked avocado - so you have to go find some in the jungle, bring it back, and use that as the offering to pass another door.
I wasn't expecting Tomb Raider levels of danger/fighting/exploration, but I did think there'd be something more than just "roll the dice and get a negative moodlet or open the door".
I think they could've made more of the skeletons. Instead of a door with an electrical field that's controlled by a lever, place four skeleton "statues" in front of an archway to prevent your Sim from passing. Then put a fifth skeleton in front of them which interacts with your Sim by fighting it - they already have a fight animation with a dust cloud and everything. If your Sim wins, the skeleton guards step aside and you can pass.
Or, since they have an animation for a Sim taking notes in the temple, why not have that research lead to activities to do? For example, research says one of the Omiscan deities liked avocado - so you have to go find some in the jungle, bring it back, and use that as the offering to pass another door.
I wasn't expecting Tomb Raider levels of danger/fighting/exploration, but I did think there'd be something more than just "roll the dice and get a negative moodlet or open the door".