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New cave system in SW: Underwater! please give me your ideas!


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(WARNING HUGE TEXT INCOMING)

 

So I've seen this floating around on the forums as so to speak and I thougt I could give my reasons to why it would be awesome!

 

I've thought for a while about a cave system in Shipwrecked, and then I thought about the dive system in pokemon ruby and sapphire!

First off, the entrance. I thouhgt it would be cool with just a deeeeeep whirling hole at first. But getting back up on your boat seemed like it could create some problems with the boat being broken and what not so I created a little platform and added a little trampoline to get the don't starve charm to it. I think that before you can enter you have to fix the trampoline by adding some planks or some gears maybe? But after that you're free to enter.

 

Now the lightning system. Instead of having to use mining helmets and lanterns, I thought of air! So there is always a faint glow in the underwater. But you have to breathe! That's why instead of the mininghelmet you have to use different items like for example the snorkel. It can be crafted with coral, bamboo and a jellyfish which stores the air. And also a better item called the air tank which you have to carry on your back crafted with flubber, rope and coral. If you don't wear some of these items you'll slowly die and your character will start flailing it's arms around. You can also fill your item with more air kind of like with the light items. There's supposed to be rocks with bubbles coming out of them where you can fill your item for a limited amount. (lightflower)

 

The creatures living in the underwater are a special kind of friendly merm. They're called Mermlers (angler fish and merm combined.) They give of a faint glow making it brighter to stand near them. They will help you if you give them food and they'll also protect themselves. You can bring these guys up to land just like the bunnymen and they will protect you from dying of the dark, BUT! They only breathe water so you have to go to their house and give it a snorkel or some other item that helps you survive UNDER water so that they can survive OVER water. This will make them automatically help you until the item depletes then they will hurry back to their house.

 

Alot of creatures from the caves could be replaced with other things in the underwater. The slurtles could be replaced with hermit crabs and the rock lobster could be replaced with coral lobster (or just lobster I mean c'mon) the batilisks could be replaced with piranhas and the depth worms could be replaced with moray eel or electric eel. 

 

The ruins could of course be replaced with Atlantis with some stupid twist like "fantylantis" and there's unicorns (seahorses) everywhere and treasuregoblins and all that fun stuff.

 

I've also thought about some cool items you can find in the underwater like sponge which helps you when it floods and seastars which lights up the night.

 

PLEASE tell me what you think and give me your own ideas of what the underwater could bring!

Tell me if I should draw more of my ideas or any of your ideas. I'm defenetly not good at drawing but atleast I'm quick and enthusiastic!

Thank you for reading and have a good day!

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Smaller underwater caves would be cool tho. they would have to be pre generated to avoid problems. BUT who cares~!

 

they could only be entered if you possesed proper diving gear.  ( easy to think of ideas for that )

 

I also think that a whirlpool has to be in this game.  the first 2 boats would be unable to escape it unless you had a life jacket equipt.  ( you'd wash up on shore w/o your life jacket afer you went down the center of the whirlpool.  other wise.   DEAD

Diving Bells

 

diving-bell-3.jpg

 

Replace wetness with air supply with algae plants you can find that can be crafted with empty bottles to increase air supply.

 

Craft sand and bottles to make a diving helmet.

 

 

Anglerfish type monster can replace worms.   Theres a crapton of rare deep sea creatures to get ideas for critters.  Thermal vents can act as permanent fire places for underground.

 

Also catfish.... need cat like creatures that walk around on the ground that look like fish.

 

Sorry bud, all the files for volcanic caves are in the SW dlc, not underwater caves. Cool concept art though!

That sounds awesome though!!! Aint even mad. But they have to add a tallbird egg system but with dragons! 

 

How to train your dragon (and after a while have it grow up to be a huge monster that will attack and or kill you!)

This is crazy ambitious but it's by far my fav idea for sw so far.

 

And I mean.... seasons were originally crazy ambitious. So was DST. Klei is obviously not averse to ambition.

 

However I would kind of prefer to just have the whole of the underwater as explorable area, and you can enter from any coast once you have the requisite equipment. That would make it more interesting and not just a re-skin/re-jig of the existing caves.

This is crazy ambitious but it's by far my fav idea for sw so far.

 

And I mean.... seasons were originally crazy ambitious. So was DST. Klei is obviously not averse to ambition.

 

However I would kind of prefer to just have the whole of the underwater as explorable area, and you can enter from any coast once you have the requisite equipment. That would make it more interesting and not just a re-skin/re-jig of the existing caves.

This is my opinion too.

 

IMO once you can craft the right stuff, dive into the deeper water(maybe even being able to walk on the areas with less water, which is also an idea im fond of that people offered) and then you encounter an underwater version of how the ocean works in DS.

I also want to see some underwater stuff - if not caves, then at least an underwater biome, consisting of anything you can find on the ocean floor :-) - sunken ships, treasures, forgotten cities...

I won't report you, but stop reviving threads.

I won't report you, but stop reviving threads.

What are you talking about? This thread is not nearly as dead as you think. Last post was only 8 days ago. If you don't like the thread, go read something else, this is about ideas on underwater system in SW.

What are you talking about? This thread is not nearly as dead as you think. Last post was only 8 days ago. If you don't like the thread, go read something else, this is about ideas on underwater system in SW.

Sorry, reviving may be an incorrect term, because they are't very old, but it's clear that they stop talking about those post, and you were looking for post with cave underwater related content and raise them up. And that's kinda spam.

 

I didn't mention that I didn't like the thread, but you could start your own thread or at least just raise one thread. 

Actually it is better for the forums, if someone mentions the same ideas in the same thread. That is what forums are about if you don't know. It is complete nonsense to start a thread, which is exactly the same as some other thread. Do you like having the same pieces of information on completely different locations? Well I don't - and most members too.

 

As I said - you can go telling people to stop writing on some other threads. It is clear, that the thread isn't closed, since it would be either buried in other threads (old = last post was several months) or locked for further posting.

 

So now - if you persue this idea, I will report you for trolling and not writing to the topic.

For accessing an underwater biome, how about a buoy, or a ghost ship? Ghost ships could have pirate ghosts around them, while buoys could have some dangerous sea creature like the piranhas. Getting back out, the player could simply climb an anchor.

 

OR if players really wanted to be able to access the underwater biome anywhere, maybe players should be able to craft an anchor for their boat, provided that the boat has a slot to equip an anchor. They can drop the anchor and climb into the water when ready, and pull up the anchor when they want to leave.

 

They could also simply sink, so rather than instantly dying from wrecking a ship, the player would end up underwater. The buoys could allow players to climb out of the biome if this happens. Players could also be completely wet when having exited the water.

 

Anchoring could be limited: Only in calm waters and not in extremely shallow waters.

 

I don't think the light system should be nullified by entering the underwater biome. Bottle lanterns could provide light underwater, and bioluminescence could be found and caught underwater. For a miner hat equivalent for underwater biomes, maybe a fishbowl filled with bioluminescence, or a jelly-helmet crafted using said fishbowl with a jellyfish stretched over it, or somehow attached to it.

 

A breathing apparatus could be made from 2 empty bottles & 2 ropes. It could be worn like a backpack, but lacks the ability of providing extra slots. However, it allows the player to move around underwater longer.

 

As for how to get more air, I think you're pretty spot on with that. The air system sounds similar to freezing or overheating: without the right equipment, you'll eventually die.

 

Your mermlers idea is pretty interesting. Maybe killing mermlers can give the player a glowing angler that can be used to craft underwater gear that provides light. Also, I think an angler-merm type creature would be an awesome parallel to werepigs/wereboars if they were to be hostile. So have fishermerms underwater, and on full moons they change into mermlers. Hostile or not, they'd be cool to see, and I like your concept of the mermler home.

 

I think whirlpools would be a great way to access the Shipwrecked DLC from RoG or the base game, provided that the current water is changed so that players could sail in it. Players simply enter the whirlpool and they're "Shipwrecked."

 

Returning to RoG could be as simple as sailing off the shipwrecked map, or entering another whirlpool, getting shipwrecked on another shore or beach biome.

 

RoG has a lot of cliffs for land borders, but I don't see why a beach biome couldn't be added to allow players to sail to get to a whirlpool. Keep the current water art as borders for water biomes (reimplementing them in a manner that makes it look at least decent) or just use the new wave art and have them terminate at the borders of water biomes; if a player gets too close, the character could exclaim how "the current is too strong to go further" and they're stopped. Or their raft/ship could take greater, and quicker, damage the farther they sail out.

 

If they really want to keep everything the same in RoG, they could just add a dock with an abandoned ship. Boarding the ship could start an animation in which the player proceeds to enter a whirlpool to enter Shipwrecked. Again, returning to RoG could be as simple as finding another dock or whirlpool. It would probably save a lot of time and resources, since they'd only be adding a few things rather than changing a bunch of current things.

 

One issue I can see with an underwater biome is if players decide to play as WX-78. He is damaged by rain, let alone being completely submerged. I'm sure equipment could be made to keep him dry, but I feel he'd be at a major disadvantage in an underwater biome.

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