This is the latest project I've been spending a lot of time setting up. Currently, most of the systems are in place.
This mod takes heavy draw from survival games. A lot of the numbers and time frame elements that exist I am borrowing from Don't Starve until I need to fine tune otherwise. The atmosphere and interaction of the environment I am defiently influenced by Don't Starve for.
Setting up a base and the later stage of the game will have a lot more Dwarf Fortress influenced, where harder and harder threats arise that will require careful thought on how to design your base to deal with it.
The basic game play consists of exploring the map, hunting for food, building a base, and surviving against the elements.
The entire map will have randomly placed terrain pieces. You might encounter a permanently dark area with lurkers that shoot dodgeable spines that you'll have to light up with flares. Or you might wander into an area surrounded by vibrant crystals (and stealthed terrors bent on your demise). Exploring is important, when you set up camp it should be in a good location.
After you've gathered enough raw materials you'll start constructing a base. Structures will let you make your own supply of food or enhance those you've found. They'll let you tech up and get better equipment. In addition they'll provide defense from what will be an increasingly hostile environment the longer you play.
Monsters will have a lot more interaction than is typical. Roaches will spawn from hatcheries. Attacking a roach will attract the others attentions to your location. Karaks will run away unless you've provoked one of their groups members. DT's that will chase you a certain distance until you've grabbed the rune powering their existence. These sorts of interesting interactions will make the actual exploration aspect more exciting than simply killing mobs for loot and exp.
Combat will purely be skill based. Of course you'll need a weapon designed to kill creatures, but it is up to you to make them work. Monsters will have dodge-able attacks. If you take damage and die it will be your fault, not because you didn't have enough levels grinded.
Base building will require thought. You'll eventually be able to have a small band of rag tag survivors, mainly consisting of you, whoever is playing with you, and whatever robots or animals you've managed to acquire. You'll need to plan how much area you've got protected by walls, how much resources you'll need for it, the location of said base. Leave your space consuming farms exposed and you risk creatures coming to eat or destroy them (depending on the creature) while you are away gathering supplies.
We'll see how far I get with this , but so far it has been pretty fun to work on. If you have any interesting ideas for creatures, environments, or game play elements I'd love to hear em. I've got around 20 or so interesting ideas I could implement.
Here is a very early prototype version where I'm basically making sure all the systems I need to use are in place.
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This is the latest project I've been spending a lot of time setting up. Currently, most of the systems are in place. This mod takes heavy draw from survival games. A lot of the numbers and time frame elements that exist I am borrowing from Don't Starve until I need to fine tune otherwise. The atmosphere and interaction of the environment I am defiently influenced by Don't Starve for. Setting up a base and the later stage of the game will have a lot more Dwarf Fortress influenced, where harder and harder threats arise that will require careful thought on how to design your base to deal with it. The basic game play consists of exploring the map, hunting for food, building a base, and surviving against the elements.
The entire map will have randomly placed terrain pieces. You might encounter a permanently dark area with lurkers that shoot dodgeable spines that you'll have to light up with flares. Or you might wander into an area surrounded by vibrant crystals (and stealthed terrors bent on your demise). Exploring is important, when you set up camp it should be in a good location.
After you've gathered enough raw materials you'll start constructing a base. Structures will let you make your own supply of food or enhance those you've found. They'll let you tech up and get better equipment. In addition they'll provide defense from what will be an increasingly hostile environment the longer you play.
Monsters will have a lot more interaction than is typical. Roaches will spawn from hatcheries. Attacking a roach will attract the others attentions to your location. Karaks will run away unless you've provoked one of their groups members. DT's that will chase you a certain distance until you've grabbed the rune powering their existence. These sorts of interesting interactions will make the actual exploration aspect more exciting than simply killing mobs for loot and exp.
Combat will purely be skill based. Of course you'll need a weapon designed to kill creatures, but it is up to you to make them work. Monsters will have dodge-able attacks. If you take damage and die it will be your fault, not because you didn't have enough levels grinded.
Base building will require thought. You'll eventually be able to have a small band of rag tag survivors, mainly consisting of you, whoever is playing with you, and whatever robots or animals you've managed to acquire. You'll need to plan how much area you've got protected by walls, how much resources you'll need for it, the location of said base. Leave your space consuming farms exposed and you risk creatures coming to eat or destroy them (depending on the creature) while you are away gathering supplies.
We'll see how far I get with this , but so far it has been pretty fun to work on. If you have any interesting ideas for creatures, environments, or game play elements I'd love to hear em. I've got around 20 or so interesting ideas I could implement.
Here is a very early prototype version where I'm basically making sure all the systems I need to use are in place.