The liquids currently (almost - more of that below) implemented are water, acid, blood and lava. Each of these liquids flows around the map if produced in larger quantities. Next I'm going to add fountains producing the liquid in predefined time intervals. This allows for interesting things like lava fountains that will flood a level and impose time limits on the player or the risk to slowly drown. Acid traps on doors will not just harm the player but might create a dangerous puddle of acid harmful for anyone moving through it. The possibilities are endless.
Also interesting is that there will be artificial means to create such fountains. Currently I am thinking of elemental gems that can be imbued with power points. When activated they will create an elemental fountain that produces the element in question. For how long and with what intensity will depend on the number of power points used to imbue the gem.
Additional I envision locations sometimes to be attuned to the elements (e.g. a dungeon close to a volcano has a high likelihood of being attuned to elemental fire, a dungeon close to the ocean to water, etc.). When the PC starts mining walls he might discover such elemental gems in attuned dungeons.
What's the overarching theme behind this? Interesting tactical possibilities arise for the PC who might use a lava fountain to endanger larger number of opponents, etc. I'm sure that folks will come up with creative ideas.
I still have quite a bit of work ahead of me though:
- Elemental gems currently are missing as well as attunement for locations.
- Elemental fountains are missing.
- Monsters still need to avoid dangerous liquids.
- Damage effects are still missing.
Finally there probably will be interesting effects when liquids collide... e.g. masses of water might turn lava into walls, etc.
Below you find a screenshot showing water on the ground: