#129 idea: Random events

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opened 2 weeks ago by eugeneloza · 1 comments

Some things may happen as the time passes. This will bring a lot of diversity in the world, relatively cheaply.

E.g.

  • Drought... If you won't water your plants, they'll wither. Also water tiles shrink.
  • Flood. Careful. Water extends in size!
  • Nice day. You feel adrenalized!
  • Watch out! A goblin invader team has entered the map.
  • It's foggy, you can hardly see your stretched hands (equivalend to dark, but can't be removed by torches)
  • A stranger arrives to your settlement. Maybe he has some story to tell?
  • Pet's day! Your pet grows twice as fast.
  • Pet's lazy day. Your pet won't help you today.
  • The earthquake changed the cave structure, revealing more ore deposits.
  • A star has fallen from the sky. Maybe, there's something valuable? (something interesting in a single map location, kinda chest with useful loot or meteorite)
  • Worker's day. Crafting is twice as cheap today.
  • Overwhelming day. Enemies numbers increase greatly, be careful.
  • Hard day. Enemies are +5 levels higher than the player today.
  • Study day. You get +1 exp point for killing any monster.
  • Useless day. You get -1 exp point for killing monsters.
  • Fighting day. Both you and your enemies deal 1 point more damage.
  • Weakness day. Both you and your enemies deal 1 point less damage.
  • Regeneration day. You regenerate faster.
  • Dull day. You regenerate slower.

...

  • faster/slower hunger
  • faster/slower thirst
  • faster/slower tiredness
  • meteorite shower dealing random damage on the surface
  • spells are harder to cast
  • to-hit chances are higher/lower
  • some changes in the map (e.g. a new Neko home)
  • some object spawned in the map.
  • Grotto is flooded with water (most of the water is deep)
  • It seems your %item% has been stolen (and placed in a chest in the lowest cave level, the same mechanism as items are sent to Elysium).
  • Your pet has gone missing (needs to find it somewhere, e.g. in a cave).
  • etc.

Also some events, that not only alter the environment (e.g. spawn rate), but also those that require some "immediate" action on the player side,

e.g.

  • a warp portal appeared in the map, you need to close it before it's too late. Strong enemies keep coming from the portal, unless the player "closes it" (touches) they'll swarm the map with random spawns.
  • thieves have come to the map, and unless player kills them they may steal some items from the base.
  • A great wyrm is undermining the world. You have to kill it before it destroys something on the surface (the wyrm itself is mining in the caverns, but destroys buildings on the surface).
  • etc.
Some things may happen as the time passes. This will bring a lot of diversity in the world, relatively cheaply. E.g. * Drought... If you won't water your plants, they'll wither. Also water tiles shrink. * Flood. Careful. Water extends in size! * Nice day. You feel adrenalized! * Watch out! A goblin invader team has entered the map. * It's foggy, you can hardly see your stretched hands (equivalend to dark, but can't be removed by torches) * A stranger arrives to your settlement. Maybe he has some story to tell? * Pet's day! Your pet grows twice as fast. * Pet's lazy day. Your pet won't help you today. * The earthquake changed the cave structure, revealing more ore deposits. * A star has fallen from the sky. Maybe, there's something valuable? (something interesting in a single map location, kinda chest with useful loot or meteorite) * Worker's day. Crafting is twice as cheap today. * Overwhelming day. Enemies numbers increase greatly, be careful. * Hard day. Enemies are +5 levels higher than the player today. * Study day. You get +1 exp point for killing any monster. * Useless day. You get -1 exp point for killing monsters. * Fighting day. Both you and your enemies deal 1 point more damage. * Weakness day. Both you and your enemies deal 1 point less damage. * Regeneration day. You regenerate faster. * Dull day. You regenerate slower. ... * faster/slower hunger * faster/slower thirst * faster/slower tiredness * meteorite shower dealing random damage on the surface * spells are harder to cast * to-hit chances are higher/lower * some changes in the map (e.g. a new Neko home) * some object spawned in the map. * Grotto is flooded with water (most of the water is deep) * It seems your %item% has been stolen (and placed in a chest in the lowest cave level, the same mechanism as items are sent to Elysium). * Your pet has gone missing (needs to find it somewhere, e.g. in a cave). * etc. Also some events, that not only alter the environment (e.g. spawn rate), but also those that require some "immediate" action on the player side, e.g. * a warp portal appeared in the map, you need to close it before it's too late. Strong enemies keep coming from the portal, unless the player "closes it" (touches) they'll swarm the map with random spawns. * thieves have come to the map, and unless player kills them they may steal some items from the base. * A great wyrm is undermining the world. You have to kill it before it destroys something on the surface (the wyrm itself is mining in the caverns, but destroys buildings on the surface). * etc.
themightyglider commented 2 weeks ago
Owner

I like this idea a lot and thought about it the past few days.

We could do something like a weather that changes daily and has only as an effect on the overworld.

For grassland weather states could be:

sunny - everything is normal

rainy - free tiles next to ponds an be flooded, agriculture will grow faster

foggy - your view radius is smaller

dry - aggriculture can wither, ponds will shrink

For desert:

sandstorme - like foggy in grassland

heat(will be the most time) - everything normal

flood(very rare) - the river will grow temporary and make the bridges unpasseble

Next there could be events that effect the whole game

Eg.

strange vibes inside the ether - magic has a higher chance to fail at this days

bloodmoon - monsters are strong

lucky day - bonus on luck

etc.

Finally we could have rare events that only effect one map.

eg.

goblin invasion

falling star

a stanger occurres

etc.

The other events that require player action should be quests you can obtain from NPCs in sanctuary.

I would say we should put random events as a goal on our list for version 2.4.

I like this idea a lot and thought about it the past few days. We could do something like a weather that changes daily and has only as an effect on the overworld. For grassland weather states could be: sunny - everything is normal rainy - free tiles next to ponds an be flooded, agriculture will grow faster foggy - your view radius is smaller dry - aggriculture can wither, ponds will shrink For desert: sandstorme - like foggy in grassland heat(will be the most time) - everything normal flood(very rare) - the river will grow temporary and make the bridges unpasseble Next there could be events that effect the whole game Eg. strange vibes inside the ether - magic has a higher chance to fail at this days bloodmoon - monsters are strong lucky day - bonus on luck etc. Finally we could have rare events that only effect one map. eg. goblin invasion falling star a stanger occurres etc. The other events that require player action should be quests you can obtain from NPCs in sanctuary. I would say we should put random events as a goal on our list for version 2.4.
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