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Idea(s) for the future of the game


Strael

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Sorry for cross-section posting, but I figured this might get more exposure here:

 

I enjoyed playing through the challenges, unlocking Mr. Mime, etc etc.  Webby was fun, and both sisters love playing as BEAVER-Jack.

 

Here's a thought I've always liked:  Most games once beaten have a New Game+ Option.  This kind of already has one with the Potato-porter.  

 

How about have a Level-up approach with some of the following wherein:

Option 1:  Killing monsters earns you experience & levels.  You have to land the final blow yourself, not use traps, fire, friendly enemy-fire.

    "What does that do for you?" - You then get say, 3~7 points to allocate to various stats.  More Health, Sanity, or ability to go longer without food.

     Other ways to improve upon this is to have set tiers for extra perks like Bonus to damage when using the Walking Cane (or all weapons), or additional defense, or affect the modifier of how well you harvest crops to get more usage out of the farms, or a speed increase, etc.

 

Option 2:  Going through the Potato-porter makes enemies stronger/faster/have more resilience.  This would also synergize well with leveling up your own character as well as providing the obvious solution to finite resources which games like Minecraft eventually can be plagued by with enough hours logged.

 

Option 3:  Introduce mini-objectives that Maxwell requires.  This could be find and kill a Spider Queen, offer up a sacrifice of a certain type of food dish, mass-kill 10~20 beefalo/spiders/fishmen/frogs/other plentiful creature, desecrate 5~10 grave stones, etc.  The penalty to not completing this could be more randomized attacks, darkness to come sooner (think of Labyrinth and what Bowie does), inflicting a stronger hunger/sanity loss, or slowly taking Damage over Time.  The only other way to escape completing these objectives would be fleeing to a new world.

 

Option 4:   PvE-based-PvP wherein you both have your own Potato-porter and have to explore the world to build yours first.  You're unable to interact with the other team's Thingys (or possibly even see them, lest you booby trap the heck out of them), and the first one-or-two-man team that completes it and enters lives.  Might go well with #3, it could also work with the level up process so you have to juggle between clearing the map, being leveled up enough to survive the next world, and you would only get access to the Tier perks if your team was the one to complete and enter the Teleporter first.

 

More ideas to follow; I also do not know if any of these mods have been created. I'd love to sit down and talk with some modders or even Klei if they liked my ideas and to work on some code to implement them.

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Sorry for cross-section posting, but I figured this might get more exposure here:

 

I enjoyed playing through the challenges, unlocking Mr. Mime, etc etc.  Webby was fun, and both sisters love playing as BEAVER-Jack.

 

Here's a thought I've always liked:  Most games once beaten have a New Game+ Option.  This kind of already has one with the Potato-porter.  

 

How about have a Level-up approach with some of the following wherein:

Option 1:  Killing monsters earns you experience & levels.  You have to land the final blow yourself, not use traps, fire, friendly enemy-fire.

    "What does that do for you?" - You then get say, 3~7 points to allocate to various stats.  More Health, Sanity, or ability to go longer without food.

     Other ways to improve upon this is to have set tiers for extra perks like Bonus to damage when using the Walking Cane (or all weapons), or additional defense, or affect the modifier of how well you harvest crops to get more usage out of the farms, or a speed increase, etc.

 

Option 2:  Going through the Potato-porter makes enemies stronger/faster/have more resilience.  This would also synergize well with leveling up your own character as well as providing the obvious solution to finite resources which games like Minecraft eventually can be plagued by with enough hours logged.

 

Option 3:  Introduce mini-objectives that Maxwell requires.  This could be find and kill a Spider Queen, offer up a sacrifice of a certain type of food dish, mass-kill 10~20 beefalo/spiders/fishmen/frogs/other plentiful creature, desecrate 5~10 grave stones, etc.  The penalty to not completing this could be more randomized attacks, darkness to come sooner (think of Labyrinth and what Bowie does), inflicting a stronger hunger/sanity loss, or slowly taking Damage over Time.  The only other way to escape completing these objectives would be fleeing to a new world.

 

Option 4:   PvE-based-PvP wherein you both have your own Potato-porter and have to explore the world to build yours first.  You're unable to interact with the other team's Thingys (or possibly even see them, lest you booby trap the heck out of them), and the first one-or-two-man team that completes it and enters lives.  Might go well with #3, it could also work with the level up process so you have to juggle between clearing the map, being leveled up enough to survive the next world, and you would only get access to the Tier perks if your team was the one to complete and enter the Teleporter first.

 

More ideas to follow; I also do not know if any of these mods have been created. I'd love to sit down and talk with some modders or even Klei if they liked my ideas and to work on some code to implement them.

 

 

check out our mod collaboration,

 

http://forums.kleientertainment.com/files/file/518-mod-hero-in-the-dark/

 

http://forums.kleientertainment.com/forum/64-mod-collaboration-hero-in-the-dark/

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Op1 is being modded since a while (see above)

 

I like the idea of Op2.

 

I actually attempted to make Op3 a mod, it's available as "Questastic!" (link in my signature). There is also a so-called Pain Randomizer, although that doesn't actually interact with the game. I think it is a website, but I never looked at it closely.

EDIT: Spelling...

 

Op4 is multiplayer, right? DST is officially in closed beta right now!

 

 

In my opinion there are two more options:

 

Option 5: Make the world jumble itself over time. Too close plants barren quicker, sapling plantages "leif" away at night, some creatures randomly force their way through walls,... Anything that makes predictability much harder, and keep it as far from mathematical forseeability as it is now.

 

Option 6: Add more things to explore and do, which aren't safe at all to do. Dunno, maybe LHC? :razz:

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@kraken121 - I like the Hero in the Dark mod, I'll have to show that to both sisters, my girlfriend, and a developer friend whom mainly does graphic design.  I am not sure if he'd be interested in doing any artwork, or if he'd want any form of compensation; he's apparently VERY good at what he does.

 

@Mobbstar - Option 4 would be for Multiplayer, yes.  A lot of the ideas have synergies with other facets of the game.

 

I like the jumbling of the world, but doing a check on the proximity of plants/saplings might be overly CPU intensive.  I do like another idea of force-creating man-made sub-biomes that could turn on the creator, though.  A sapling farm too close together would create sapling-treants which would root/ensnare players.  Beefalo farms might stampede, etc.

 

Option 6 is pretty vague.  People already explore at night, go spelunking, and tempt fate in a myriad of ways.  =D

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My mod "Can't Live Forever" levels up creatures the longer you survive in the world. They get stronger, faster, and have quicker attacks. Currently teleportato resets all levels, but could be changed with some tweaking. I fear that choosing when to engage the level up (going to another world) may take away some of the randomness though. Maybe a minimum level for world 2, 3, etc. Let me know if you have any suggestions. I'll see what I can do.

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