PC Underground Debate #589

Oxygen the deeper you go - yes the behavior of "oxygen" is very hard to simulate, needs various block checks for 100 different situations etc.

Zombies spawn underground - for many obvious reasons this would be very problematic, imo it is out of the question.

Make mining harder - only will make mining and underground bases a chore.

I am not in favor of digging zombies tbh. Even if they are only on bloodmoons. I think it will turn out to be a glitchy nightmare and whole landscapes will be easily and very quickly defaced. After a while, any underground base might as well not be underground. And if a player needs to make a bunker to defend over the ground, he might as well build an above ground base from the start.

-I think that the underground can be used to introduce a slightly different style of gameplay that still involves having to fight zombies more often.

-I think that the solution should make the "double base" that exploits the chunk spawning system impossible or at the very least very hard to maintain.

-Bandits should be taken into account if they are ever implemented.

-I think that the game needs more "chase items" for reasons to scavenge at the "end-game".

There are many other ideas you didn't mention. Most of them I don't really remember but some involve a simple concept - to have to build/use something and maintain it in order to give you a flat protection against a hazard. Doesn't have to be lack of oxygen - could be many things. Can't even be considered "micromanaging", no more than everything else in this game at least.

Anyhow I'll mention my million dollar suggestion here as well, that somewhat follows the above concept, in case someone was not fortunate enough to lay eyes on it

"Maggot infestation" - not like separate entities or a new enemy. No collision boxes or anything, no AI, nothing really. These gifs are the closest thing I found on the internet to describe what I am talking about.

Technically, TFP only have to draw and animate a static picture on a block, fade them in and out or change the "gif", as the block's infestation levels diminish or increase, and "write a script" about how they will be "spreading" from block to block. Imagine a tunnel/cave full with these "gifs" on each block on the walls/ground/ceiling of the cave. "Make the game horror again" (and less scooby doo). Even a shoddy fade-in on a newly infested block would imo look decent in game.

Players will naturally start getting infested as long as they walk on those blocks, stand below them (particle system falling maggots) etc. At first stage the infestation will be reversible with time with some dellusions or those A1 sounds, at 2nd blah blah, bleeding whatever, you will be able to see animated maggots that will be eating into your hands, at 3rd death (which is rewarded in this game but that is a whine for another time). A machine could repel them in a range (edit, by meganoth - or a tool could be used to sterilize key areas for a time) etc. Certain blocks could be maggot hives that the player will have to deal with with various means, could have a chance to spawn an entity and so on. When players destroy infested blocks maggots spill on the player or nearby blocks worsening the spread etc. There is a lot of room for dynamic elements here. And a piece of cake to implement afaik.
 
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