Improve jungle experience #33

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opened 2021-05-22 21:02:43 +00:00 by outfrost · 1 comment
outfrost commented 2021-05-22 21:02:43 +00:00 (Migrated from github.com)

Instead of a simple forest with well-established paths and open areas, we can have very dense vegetation that the player has to cut through to establish paths and passages. In doing so, they player might be able to better remember where things are and not get lost so easily. This could also help resolve the issue of destructible and non-destructible bushes being hard to tell apart for new players.

What if all bushes were destructible, and player had to keep cutting and searching for the right path?
if they went the wrong way, game could keep procedurally generating more and more vegetation endlessly or something
could potentially improve the 'jungle' feel of the environment, but could also get boring quick for those who'd keep not finding the right way to go
but on the other hand it could help concentrate the 'higher level' areas of the map closer to the camp, and make the player aware of which way they have to go next
basically I'm picturing a screen-size wall of trees and bushes around the camp that you start cutting into, and a few bushes in you start seeing if there's something on the other side
first thing you find is probably an area with some red orb flowers, and more bushes to cut through to get to where the enemies are, but you might also find an area that leads to a place blocked off by 'higher level' bushes, that you can't cut through, but you can remember to return there later
something something scope creep

Instead of a simple forest with well-established paths and open areas, we can have very dense vegetation that the player has to cut through to establish paths and passages. In doing so, they player might be able to better remember where things are and not get lost so easily. This could also help resolve the issue of destructible and non-destructible bushes being hard to tell apart for new players. > What if all bushes were destructible, and player had to keep cutting and searching for the right path? > if they went the wrong way, game could keep procedurally generating more and more vegetation endlessly or something > could potentially improve the 'jungle' feel of the environment, but could also get boring quick for those who'd keep not finding the right way to go > but on the other hand it could help concentrate the 'higher level' areas of the map closer to the camp, and make the player aware of which way they have to go next > basically I'm picturing a screen-size wall of trees and bushes around the camp that you start cutting into, and a few bushes in you start seeing if there's something on the other side > first thing you find is probably an area with some red orb flowers, and more bushes to cut through to get to where the enemies are, but you might also find an area that leads to a place blocked off by 'higher level' bushes, that you can't cut through, but you can remember to return there later > something something scope creep
outfrost commented 2021-05-29 20:22:10 +00:00 (Migrated from github.com)

Requirements for this to work

  • Map redesign
  • Procedural generation of map tiles with foliage
    • Could be a set of predefined squares with floor tiles and plants
  • Most bushes become destructible
  • Enhanced attacks work on foliage to make cutting through the jungle easier
  • Dialogues reflect the new map characteristics and provides feedback to player
### Requirements for this to work * Map redesign * Procedural generation of map tiles with foliage * Could be a set of predefined squares with floor tiles and plants * Most bushes become destructible * Enhanced attacks work on foliage to make cutting through the jungle easier * Dialogues reflect the new map characteristics and provides feedback to player
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Reference: outfrost/ld48#33
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