Traps&Turrets

* Enemies can destroy all traps and turrets if they need to
* There is also a specific enemy that will try to destroy traps and walls.

		- Needs an indication of its state (default, activated, deactivated) with colour/art
		- Needs a sound when activated
		- Needs the spikes to extend
* **Electric trap:**
	+ Medium cost
	+ Stuns enemies making them unable to move for X seconds
	+ Resets itself after Y seconds
	+ Need to synergize well with turrets (so not blocking the path)
	+ UI/UX:
		- Needs an indication of its radius
		- Needs a particle and sound when activated
		- Needs a UI element/colour change when it is in the cooldown period
* **Turrets:**
	+ Low damage output
	+ High cost
	+ UI/UX:
		- Needs an indication of its radius
		- Needs a sound when shooting
		- Turret barrel should move
	+ Does not move
* **Laser cannon:**
	+ Medium cost
	+ Will shoot a big and high damage piercing laser to clear out multiple enemies at once.
	+ The trap will be player activated so that the player can properly time when to use it.
	+ After shooting there will be a medium to long cooldown on the cannon before it can fire again.
	+ UI/UX:
		- Needs a clear indication for when it's on a cooldown
		- Needs a clear indication about how it will fire when placing it down.

### Upgrades

Traps can be upgraded by simply looking at them and selecting the right upgrade option. Upgrading traps will cost a certain amount of stone.

* **Mine trap - Cluster upgrade**
	+ After the mine trap explosion, there will be multiple smaller cluster bomb explosions.
	+ Cost: 5 stone.
	+ Good for clearing out many enemies.
* **Mine trap - Higher damage upgrade**
	+ The mine trap will now deal a lot more damage.
	+ Cost: 5 stone.
	+ Good for dealing with high HP enemies.
* **Electric trap - Slow upgrade**
	+ The electric trap will now permanently be turned on and slow enemies within range.
	+ Cost: 5 stone.
	+ Good synergy with turrets, good to crowd control and for creating funnels.
* **Electric trap - Damage upgrade**
	+ The electric trap will now also deal damage instead of only stunning enemies.
	+ Cost: 5 stone.
	+ Good for weakening up many enemies while also crowd controlling them.
* **Turret - Damage upgrade**
	+ The turret will now deal increased damage but have a lower firing rate.
	+ Cost: 5 stone.
	+ Good for chunking high HP enemies.

* **Turret - Fire rate upgrade**
	+ The electric trap will now shoot faster while dealing low damage.
	+ Cost: 5 stone.
	+ Good for killing many low health enemies.
* **Spike trap - Bleeding upgrade**
	+ The spike trap will now also apply bleeding damage to enemies after they get hit by spikes.
	+ Cost: 5 stone.
	+ Good for affecting higher health enemies that would normally survive the spike trap.
* **Spike trap - Auto reset upgrade**
	+ The spike trap will now automatically reset after being used.
	+ Cost: 5 stone.
	+ Good for later stages where resetting traps would be too difficult to manage (also good for lazy players)

#### Potential traps if scopes allow it:

* **Mounted turret**
	+ Low damage output
	+ High cost
	+ Player interacts with turret and can control it
	+ Will have overheating
	+ UI/UX:
		- Needs clear indication on how to mount it
		- Needs clear overheating indication similar to weapons
		- Needs sounds and particles for shooting

* **Slow trap:**
	+ Medium cost
	+ Trap that will be above the ground, once the player shoots it this will drop oil on the enemies below.
	+ Oil will slow enemies and if these enemies catch on fire then the fire will be extended.
	+ Once shot it will go on a short cooldown before it can be shot again.
	+ UI/UX:
		- Needs a clear indication of where it will drop oil
		- Clear indication on when the trap is ready
* **Explosive fire barrel:**
	+ This barrel is a one time use.
	+ Low to medium cost
	+ Will put enemies on fire. Will last longer if enemies are hit by oil.
	+ UI/UX:
		- Needs a clear range indicator
		- Needs to show that enemies are on fire

### Programming details

* For the traps, designers want to be able to change
	+ Damage of the trap
	+ Does it need to be reset, does it dissapear, or does it always work
	+ Is there a cooldown period and if yes how long
	+ Stun time for enemies if applicable
	+ The range of trap if applicable