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Ive decided to draw my ideas for what the next Ancient Grounds level could look like and I call it, Truffle Grounds >.> (Contains Mushroom Puns)


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I was looking around at all the levels and noticed that each "Biome" has 2 "Levels"

Biomes being, Forest, Swamp, Tundra Grounds, and Ancient Grounds.

Each of these biomes has a Level and boss attached to that level.

Ex: The Great Rotwood Forest and Nocturne Grove are both 2 separate levels, but in the same biome. Where Mother Treek and Owlitzer Lives

Within each Biome there are a select few enemies "normally smaller/weaker enemies, that are in both levels"

For example, Mothball, Greater Mothball, and Bulbug all relate to the Blisterbane Bog, and Molded Grave.


So I looked at Ruined Capital to see what are the first few enemies we see. Sure enough, they are mushrooms. So for the mushrooms I thought, Instead of having Living Plants and Mushrooms in a technological area, what if we delved deeper into into the mycelium in the grounds and found even more dangerous Mushroom!

Normally- there are around 8ish enemies including the boss, and that the most enemies that are transferred between levels is 3 enemies. But, there are 4 mushrooms, AND I DIDNT WANT TO LEAVE ANY OF THEM OUT!

Sooooo- Ive decided to have a total of 10 enemies including the boss, with 4 being from the prior level-
 

These are just the basic 4 that are found in the Ruined Capital but I wanted to add them to a new mushroom biome, and to me, no mushroom left behind! It would feel odd to me to leave out a mushroom enemy in a mushroom level.

But now its time to get into the good stuff! The New Enemies/Pun namesimage.png.03291c54de1614d9c27d5405b0ca8cc0.png

image.png.a88503aa016bc163085a3fd47a5c4242.png
The Trumbler is a White Trumpet Mushroom that is about the same size as an Imbued Bulbin.

For my idea, this enemy has lots of rooty tentacles that can do some ranged attacks and melee.

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Swipe attack- The Trumbler will do a simple swipe if the player is close enough

Spin Attack- If you are far away (Similar to the Imbued Bulbin) It would spin and fly across the level towards you, launching projectiles randomly around and then getting dizzy for a moment after it stops the charge.

Projectile Launch- If you are too far away and it may have its spin on cooldown, or, it is targeting a button it will squeeze itself and shoot out a projectile in a more direct location.image.png.170584dc7451e273227db5ecc6ab5b1a.png

Pufflame is a Giant Puffball Mushroom that has more AOE attacks-
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Spore Cloud/Flame Attack- Pufflame will inhale deep and exhale and huge spray of spores in a direction, after a little bit, of the spores spreading, Pufflames will spark it with their hands and send a wave of fire over the spore cloud.

Burrow- Pufflames when they are hurt bad they will try to dig down and heal to recover slightly- they are difficult to stop unless you stun them which launches them back. After it healing for a while it will get back out and is ready to fight again.

Slam- Pufflames will lift their entire bodies up in the air and then immediately slame them to the ground to push players back, and to give them some space from damage.image.png.4436fc1710858d8fd19e33155c4a1d09.png

Parafool named after the Parasol Mushroom will is a big ol mushroom that has a really really long neck.
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Slam- Parafool when players are near, will launch into the air, damaging, and knocking back players, after a while a shadow casts down to signify its coming to to then it slamming down creating a shockwave

Swipe- As it is in the air, it can still hit you very fast with its little arms

Burrow- It can dig under ground and burrow to a different location if it isnt getting any activity in its locationimage.png.2cb14f2383b86a40d502296386996c51.png

Ramawhack is suppose to be a dead goat, deer, thing? with the mushrooms taking heed in its body to make a new home.
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Charge & Whack- Ramawhack will charge at the player and then at the end of its charge will slame its mushroom horns into the ground

Whack- Ramawhack when close can whack the floor 3 times in a quick pace

Lift- Ramawhack can also use its horns to lift the player backwards a distanceimage.png.1a9ea7efcd947d1132eb6b5f9c9800db.png

Being the Miniboss and an enemy is tough- which I am making Imbued verisions of all of these enemies, but for now- it just has to be the normal enemy
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Laser- Sentinel charges up a laser that fires at range

Slap Slam- Sentinel slaps the ground twice which deals damage but also, unearths some mushroom enemies from the ground

Fist Slam- Is just one big slam that creates a shockwave

Bine Sling- Sentinel can sling two of his fingers out a large range horizontally, dealing damage if anyone touches it, but has to reel it back in after it has been fired.image.png.1013f99ca82ea89667355db3c403dd7f.png

This is the final boss of the Truffle Grounds- and in which it doesnt look as fancy as the others but there are reasons for this-

The Fungrowth has a special and unique attack set in that it has multiple stages-

Each stage has the same attack sets but each stage enhances/buffs certain attacksimage.png.b8acf3ae5bb2f5ece810ff86ac69249d.pngimage.png.6d6249aaeb8bca6ccfbc3db0f115d1c9.png

Swipe- A Large Swipe

Slam- A Large Shockwave slam

Summon- Ability to summon specific Mushrooms

Root Slash- Fungrowth will slam into the ground and then then it will raise giant roots from the ground, dealing damage, then whipping his roots down and it creates a wave of roots- and then rises back upimage.png.0df454ad94970f9dfe3bb812ef30b26d.png

Within each stage it summons different mushroom enemies to help aid it in its fights. However, in some similar ways it can be like the Swarm boss fight.

For every 25% HP lost, the cap of the Fungrowth breaks off and its left as a metal husk of roots and mycelium roots.

after a wave of mushrooms you will see that the hanging metal husk regrows a brand new mushroom head- completely different to the prior one! This changes their attacks, and the enemies spawned.


Oyster King- The Default and always is the first stage of the boss fight

-It will summon Funguiles to aid it in its fight
-The Slam ability now shakes off 2 Funguile caps onto the ground

Purple Toadstool- A Mixture of Red and Blue Toady's and their powers

-Summons Red and Blue Toadys
-The Swipe ability conjures the purple slow orbs that the giant mothballs conjure
-The Swipe attack is faster

Morel Monster- Immorel enemies

-Summons Immorels
-The Root Slash would give a shield to the Fungrowth
-Slams the ground twice

Ramantra Wrath- A Large and final phase for the Fungrowth that sprouts more arms and has no eyes anymore

-Summons Ramawhacks
-The Swipe attack does multiple swipes really fast
-It slams the ground twice

One final card up its sleeve- Every time it dies, the cap it had will fly off onto the ground similar to funguiles, it can be killed, but if ignored, you will face the wrath of the Giant mushroom walking as a boss!
If this does happen the growth will be halted on the next phase until it is killed, it isnt super tanky but its just like the funguiles in how it just take more time to deal with-image.png.0dab52e78b778a051d2561fb3f5b0ed4.pngSimple Slam Attack is all with a shockwave

image.png.e0fb161fae54570409aedb8055eafe49.pngPunch attack that is faster-
Turning into blur of speed as it throws mushroom hats around

image.png.80e6086bbd08f7ab5d81b09be79e443e.png

Stomps the ground
creates a shield for himself that can be broke

The Final Phase does not have one since it runs out of all its power-

After all that hard work- the Fungrowth falls- and the metal container that held all that Teffra Infused Mushroom Powers- it will grant you its heart (But I didnt make the art for the heart cuz idk HAH

Im tired and sleepy so the final parts are just quick random sketches cause I cant brain right now Dx
 

But ill leave with my own lil teaser of what im planningimage.png.03291c54de1614d9c27d5405b0ca8cc0.pngimage.png.3002a0cd4479dc691e3f80414f4a46c8.png

Love all these creative ideas, however I do believe the final hunt (for now) will be the volcano we can see in the various artworks within the game, as well as being seen in the background of the Ruined Capital. it looks to be some sort of Teffra volcano, which would make sense for the story, being the source of all the Teffra saturating the Rotwood.

17 hours ago, Anxiattack said:

Love all these creative ideas, however I do believe the final hunt (for now) will be the volcano we can see in the various artworks within the game, as well as being seen in the background of the Ruined Capital. it looks to be some sort of Teffra volcano, which would make sense for the story, being the source of all the Teffra saturating the Rotwood.

I actually was thinking about that! In that, are we only one biome away (and some extra Super Frenzy Stuff)

and yes, we actually might be (because I may have missed them talk about stuff like that)
All I remember was that when I played the Playtest for Rotwood we only had the first levels, which then, I was like oh wow we got so much left to go! But now that we are so close im like wow, we are really close to the end. However, there is some specific limitations that I thought about. For one, In the Playtest we had 3 of the Teffra heart.. canister things?

I FOUND SOME IMAGES!
image.png.54a77f15490560336fef4fbe27934db7.png

We use to have this- and there was only 3. But now we have 4 since full releaseimage.png.97e71616e272bd66ad211b233d27a445.png

Each one has a different boss/biome where you would get the Aspects from the bosses. But i know they are changing how the Aspects work- I wonder if we might see more levels/map expansions >.> 

Like what if they added more of the aspect thingies or got rid of them and and changed how aspects function >.>

But thats all speculation with my tin foil hat on.

I just like rotwood a lot and think every updates a banger and I dont want it to end xD

I agree 100% with what you are saying! I love Rotwood as well, and want it to get similar treatment to games like DST or ONI where the updates keep rolling in even years after the game's release. I hope we get more hunts in a post 1.0 world, so we will have to wait and see!

48 minutes ago, Anxiattack said:

I agree 100% with what you are saying! I love Rotwood as well, and want it to get similar treatment to games like DST or ONI where the updates keep rolling in even years after the game's release. I hope we get more hunts in a post 1.0 world, so we will have to wait and see!

That might be where I start making more concepts when I have time >.>

Because I know a friend who wanted a little desert map and that could be kewl to make <.<
Its like a shotgun! If I shoot every possible idea in the sky, then I can enjoy the idea of seeing what their ideas are as well.

Also because I just like videogames and like making concepts to maybe one day make my own creative concepts for a game xD

Wow! it's like we share the same mind!! I feel the same way all the time, where I have all sorts of cool ideas for video games, or new games that I could design. The only drawback here is that I literally have no clue how to develop games haha. I'm going to make a quick post showcasing some areas of the Rotwood map where some new hunts could be located post 1.0, so maybe you could gain some inspiration based on the map areas for hunts.

On 4/1/2025 at 7:39 PM, Anxiattack said:

Wow! it's like we share the same mind!! I feel the same way all the time, where I have all sorts of cool ideas for video games, or new games that I could design. The only drawback here is that I literally have no clue how to develop games haha. I'm going to make a quick post showcasing some areas of the Rotwood map where some new hunts could be located post 1.0, so maybe you could gain some inspiration based on the map areas for hunts.

Exactly! I cant code for crap, but i can sketch kinda if that means anything xD

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