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Proposal: The Nameless City

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Version 0.3

@ADM

Recently a very interesting project was born: "Uncompromising Mode"

In this gigantic project, there is also a part dedicated to the world gen. I think it would be great if we could have a game-ending biome based on madness, which has always been the hallmark of DST.
I then did a preliminary survey to see if the forum community was agree.

It emerged that about 83% of the participants are in favor of the idea.

I therefore decided to expose the concept I had in mind more comprehensively, and to submit it to the public scrutiny.
I wish it wasn't just my proposal for enrich and characterize "Uncompromising Mode", but a collective proposal.
Obviously, this post is also a suggestion for Klei and how, perhaps, they could proceed with future updates after "salty dog".

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Premise

The people who are working on "Uncompromising Mode" are not a videogame company. Any proposal is welcome, but it must be relatively "easy" to implement and inexpensive in terms of time and resources.
I suggest therefore to suggest from which other aspects of the game you can take sprite, textures, animations, perhaps with a minimal graphic restyling. It's important.

image.png.6f6ced2cfb28e32eb01a21f0170804ec.png

The Nameless City

The "Nameless City" is a story by Howard Phillips Lovecraft, written in January 1921 and published in November of the same year in the Wolverine magazine. It is often considered the first story belonging to the Cycle of Cthulhu.

https://en.wikipedia.org/wiki/The_Nameless_City

For the new (hypothetical) end-game biome of "Uncompromising Mode" I thought it was particularly appropriate to be inspired by the first story of the Cthulhu Cycle. DS is inspired by the atmospheres of Lovecraft, and what better than the "Namless city" as a biome based on madness?

The "ruins" of the game are a clear reference a "Namless City". So it would be a biome perfectly integrated into what is already in the game's underground.

image.png.6f6ced2cfb28e32eb01a21f0170804ec.png

Description of the biome

The biome should be a desert island, beyond the ocean. There should be some obstacle that prevents the player from reaching it before completing some important goals (in the poll, most people voted "After killed the Ancient Fuelweaver")

The island is a desert and inhospitable land ("similar to the desert of Arabia") in which there are ruins of the ancients. There are, gigantic columns sprout from the subsoil, the remains of pseudoscientific stations, rubble of various kinds, all in the midst of desert sands.

Swampy Sub-Biome: A part of the island has soft sands, similar to a swamp. But instead of tentacles there are tentacles changed by the nightmare fuel and, instead of ponds, pools of incandescent lava.

image.png.9e36f0432be6bd9700efb6ca6118bb05.png

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Dangers of the biome 

Spoiler

1) Climate can be set up like following:

Day time:

Neverending sandstorm and hot temperature - thus limiting player movement and making him prepair for hot temperature.

Dusk time:

Sandstorm fading. Temperature rapidly dropping.

Night time:

No sandstorm, but winter temperature - now player needs to warm up.

2) Wind: The wind that blows constantly together with the storm turns off any kind of open fire in a few seconds.
Torches, camp fires and endothermic fires are unusable.

3) Craters: The presence of craters constitutes a further obstacle to movement (similar to the desert dunes in reality)

Attention: The island is barren; there are no trees, no cactus, no cut grass or twings.
Each resource must be carried by itself, player must be completely self-sufficient.

image.png.6f6ced2cfb28e32eb01a21f0170804ec.png

Populations

1) Thulecite lobsters: The island is inhabited by creatures similar to stone lobsters, alien entities confined to the ruins of their civilization. Perhaps they were created as slaves. 
They are hostile.

Spoiler

Thulecite Lobster

image.png.8467e52fd101842eaeeab2b860cc77ab.png

Health

2250-3600 

Damage

100-150; 

When they hit, they can summon a small shadow tentacle, like the Thulecite Club.

Walking Speed

2

Special Ability

Can camouflage which absorbs 95% damage,

Passively regenerates health.

Eats minerals from the ground.

Periodically fall thulecite fragment (like the Bearger with his fur).

Loot

image.png.fc432618b2957462471bef5cdd97757e.png× 8 image.png.ffb1ff45f7678de3788f0ee387d67c57.pngx16 image.png.58d041a444e0236a381321230a731b7c.png x4

Giant Thulecite Lobster 

image.png.8467e52fd101842eaeeab2b860cc77ab.png

Health

7.400 

Damage

200; 

When they hit, they can summon a small shadow tentacle, like the Thulecite Club.

When it suffers too much damage, it generates dozens and dozens of small shadow tentacle (such as the giant underground tentacle)

Walking Speed

3

Special Ability

Can camouflage which absorbs 95% damage,

Passively regenerates health.

Eats minerals from the ground.

Periodically fall thulecite fragment (like the bearger with his fur).

Loot

image.png.fc432618b2957462471bef5cdd97757e.png×16 image.png.ffb1ff45f7678de3788f0ee387d67c57.pngx32 image.png.58d041a444e0236a381321230a731b7c.png x8 

2) Shadow tentacle: The island has a part of its soggy surface, similar to a swamp (sub-biome). This part is infested with puddles of lava instead of ponds, and repulsive tentacles come out of the subsoil and mutated to nightmare fuel.

Spoiler

Shadow tentacle

image.png.f280650551c427ab4a50e15ebe57f24a.png

Health

1.500 

Damage

100; 

When they hit, player loses 5 of sanity.

Attack Period

2

Attack Range

5

Insanity Aura

-100/min

Special Ability

Retreats underground when not attacking

Passively regenerates health.

Loot

 image.png.ad70d5b061ca80cef6aea61b85786f0f.png×2  image.png.8e7cb142e495ec4ac61e6af50e804a3f.png x4 image.png.d9b6fd4ad0be8b5d137791420dd31969.pngx4 image.png.0244dfc88c2bb6e2a11c1db4287e909d.pngx1 (5%) 

 

image.png.6f6ced2cfb28e32eb01a21f0170804ec.png

So far these are the elements that I thought of inserting. Obviously it takes a lot more content to characterize a biome, as well as attractive rewards (certainly the "simple" Thulecite is not enough to attract).
I would like the community to propose further elements to add in this hypothetical "post end-game" biome. 

 

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