Random generated features, areas and objects
Jun 23, 2017 8:12:40 GMT -6
Galamoth and Akatsuki belmont like this
Post by Enkeria on Jun 23, 2017 8:12:40 GMT -6
Brainstorming some alternative ideas for the same location that you may encounter every so often after each replay of game+. Why not make the areas more interesting by letting us expect the unexpected? Next game you enter that special room, you must go down, and not up to end up in the right direction for that loot, experince or whatnot. Making stories a bit different, but the same for each player.
Edit: Some text above to make it more clear, thanks Pure Miriam
Darkness
A. The area is pitch black, Miriam can somewhat get pass it with interactions and listen carefully to sounds that gives out danger when you are too close.
B. The area is pitch black, Miriam are dying slowly, we can't get pass through, we need an magical item.
C. The area is pitch black, Miriam can somehow interact with the surroundings that brings us a little light, making the whole area into a combination of up, down, left, right to stay within that light.
Walls of flesh
A. The ground of flesh opens up to a new area with a monster that looks like walls, bridges and spike traps. Only way to get through is to cut down the walls and hope to find the center and kill the monster.
B. The ground of flesh opens up to a new area where you have to time everything, just do not be caught by the fleshy vines, because they will take you back to the start!
C. The ground of flesh opens up to a new empty area, slowly walls and ceilings are created to cage you. You must kill the monster to use its corpse to get to new passages.
Mist
A. The area are shrouded my thick mist, we can't even see Miriam. We can cross with trail and error.
B. The area are shrouded my thick mist, Miriam are seen and can somewhat get pass it with rail and error, and by using a special key.
C. The area are shrouded my thick mist, we can't even see Miriam. We cannot cross without an vital item right at the start.
Time
A. Everything seems so slow, and the further I run into this long corridor, it seems like time stops for me. I need an important item to get pass here!
B. Everything are going backwards, I need to go backwards and heal an enemy to get through this area, but how?
C. Time makes you move faster in this area. The health is draining and Miriam will be harder to control, so act quickly, but not too much because it could very well be the last breath you take.
Bargain
What a peculiar room! And a fiend that wish to bargain. Should I slay him or talk to him?
A. Slay: A chance of an (normal - good to find) item that can be used into crafting or a shard which let you get bargain prices. Once slayed however, the fiend are gone from the castle.
B. Talk: A chance of low discount on some of the items and a ticket to the shopkeeper to find him here once again.
C. Ignore: After leaving and returning, the fiend was gone, just to appear outside of the castle, thanking you for the judgement of him not being an enemy and to release his curse of trying to sell items within the castle walls. A chance of free items every time you seek him for aid with a cool down and a random generated affix attached.
No Air
A. Miriam dives in and swim under water, only to find a wall and a lever, there are no more room for errors as she now needs air. The path back are cleared from enemies at least but at the end of it we found a treasure of some kind and an elevator key. Later she finds an elevator leading down to a secret room.
B. Miriam dives in and swim under water, there are pockets of air and a bunch of enemies, including the golden fish that are worth very much for studies by Johannes. At the end, she have entered a room with an elevator which takes her up.
C. Miriam dives in and swim under water, the passage is long and dark and bubbles from the ground are needed to keep her alive. There are some traps that will leave Miriam paralysed for a short amount of time, making it difficult to pass through. At the end, she have entered a room with an elevator which takes her up.
Spikes near a wall
A. Using a throwing weapon you manage to break the wall with success, and taking small damage if the double jump wasn't perfectly executed. The secret room are hopefully filled with treasures.
B. Using a special item will break these specific spikes near the wall and break the ground beneth it, just to reveal another secret area with a button. Upon pressing it, the wall above beside this pit are gone, but inside we will find a spirit, free from its imprisonment and with confusing and raging power, it attacks you - who will be victorius?
C. You walk beside the spikes without worry, they are in the forground you see. Behind them are an magical item that will aid you on your quest.
The sign of Truth
A. It tells you a story what happened in the room before this one.
B. It will tell you where the X item are this time around.
C. It will reveal what kind of weapons would suit you best in the next room.
While waiting
A. You leave the game having Miriam standing firmly on the floor, waiting to do thy bidding. After a while she grows tired of standing and summons a chair to sit in. While doing so, she zips on either a cup of tea, glass of wine or a glass of water.
B. You leave the game having Miriam standing firmly on a staircase, waiting to do thy bidding. After a while she sees faeries dancing slowly around her, one of them also sits on her shoulder.
C. You leave the game having Miriam standing firmly on the ground, waiting to do thy bidding. After a while she practice some magic from a flying book.
Updating Lore, bit by bit
A. You found the enemy, you killed it and you gained experience out of it. Now, the lore book has written the name and flavortext about the creature down in one of it's pages and revealed where it came from. Perhaps next time we get some other information, slowly building up the mystery of that creature!
B. You found the enemy, you killed it and you gained experience out of it. Now, the lore book has written the name and flavortext about the creature down in one of it's pages and revealed what kind of weapon does most or least damage to it. Perhaps next time we get some other information, slowly building up the mystery of that creature!
C. You found the enemy, you killed it and you gained experience out of it. Now, the lore book has written the name and flavortext about the creature down in one of it's pages and revealed what numbers it has in terms of health, armor and so on. Perhaps next time we get some other information, slowly building up the mystery of that creature!
Frozen / turned to stone
A. Miriam is frozen solid or turned into stone, she cannot move until you have pressed left / right or LB / RB. Now she is free once again and dust falls off her the first couple of steps.
B. Miriam is frozen solid or turned into stone, and the shape of her looks like one giant rose. She must be free by pressing left / right or LB/ RB to brake the thick layers and return to normal state. The ground have the shattered glass in a pile behind her.
C. Miriam is frozen solid or turned into stone, now the time behind her goes into lightspeed, showing day and night behind her shifting pass before her eyes. She cannot move until you have pressed left / right or LB / RB. Now she is free once again and takes her hand onto her head, feeling overwhelmed and a bit dizzy before she takes her first step.
Gargoyles
A. That demonic, but cute gargoyle seems to be following Miriam. While he is on the outside, he seems fond in seeing how it goes for Miriam going up against the foes in this tower.
B. That statue seems familiar, haven't I seen him before? Oh, its Goofball!
C. I am sure there were angels in this corridor before, and not devilish gargolyes! I am feeling watched.
Seasons
A. Jolly good ol' dance with hats, eggnog and snowstorm across our travels on the Galleon "Minerva" - Xmas
B. Someone in this room had fun cutting out bats and sticking them across the ceiling. - Halloween
C. There are a partyhat and ballon beside Miriams bed, how strange? - IGA's birthday
Edit: Some text above to make it more clear, thanks Pure Miriam
Darkness
A. The area is pitch black, Miriam can somewhat get pass it with interactions and listen carefully to sounds that gives out danger when you are too close.
B. The area is pitch black, Miriam are dying slowly, we can't get pass through, we need an magical item.
C. The area is pitch black, Miriam can somehow interact with the surroundings that brings us a little light, making the whole area into a combination of up, down, left, right to stay within that light.
Walls of flesh
A. The ground of flesh opens up to a new area with a monster that looks like walls, bridges and spike traps. Only way to get through is to cut down the walls and hope to find the center and kill the monster.
B. The ground of flesh opens up to a new area where you have to time everything, just do not be caught by the fleshy vines, because they will take you back to the start!
C. The ground of flesh opens up to a new empty area, slowly walls and ceilings are created to cage you. You must kill the monster to use its corpse to get to new passages.
Mist
A. The area are shrouded my thick mist, we can't even see Miriam. We can cross with trail and error.
B. The area are shrouded my thick mist, Miriam are seen and can somewhat get pass it with rail and error, and by using a special key.
C. The area are shrouded my thick mist, we can't even see Miriam. We cannot cross without an vital item right at the start.
Time
A. Everything seems so slow, and the further I run into this long corridor, it seems like time stops for me. I need an important item to get pass here!
B. Everything are going backwards, I need to go backwards and heal an enemy to get through this area, but how?
C. Time makes you move faster in this area. The health is draining and Miriam will be harder to control, so act quickly, but not too much because it could very well be the last breath you take.
Bargain
What a peculiar room! And a fiend that wish to bargain. Should I slay him or talk to him?
A. Slay: A chance of an (normal - good to find) item that can be used into crafting or a shard which let you get bargain prices. Once slayed however, the fiend are gone from the castle.
B. Talk: A chance of low discount on some of the items and a ticket to the shopkeeper to find him here once again.
C. Ignore: After leaving and returning, the fiend was gone, just to appear outside of the castle, thanking you for the judgement of him not being an enemy and to release his curse of trying to sell items within the castle walls. A chance of free items every time you seek him for aid with a cool down and a random generated affix attached.
No Air
A. Miriam dives in and swim under water, only to find a wall and a lever, there are no more room for errors as she now needs air. The path back are cleared from enemies at least but at the end of it we found a treasure of some kind and an elevator key. Later she finds an elevator leading down to a secret room.
B. Miriam dives in and swim under water, there are pockets of air and a bunch of enemies, including the golden fish that are worth very much for studies by Johannes. At the end, she have entered a room with an elevator which takes her up.
C. Miriam dives in and swim under water, the passage is long and dark and bubbles from the ground are needed to keep her alive. There are some traps that will leave Miriam paralysed for a short amount of time, making it difficult to pass through. At the end, she have entered a room with an elevator which takes her up.
Spikes near a wall
A. Using a throwing weapon you manage to break the wall with success, and taking small damage if the double jump wasn't perfectly executed. The secret room are hopefully filled with treasures.
B. Using a special item will break these specific spikes near the wall and break the ground beneth it, just to reveal another secret area with a button. Upon pressing it, the wall above beside this pit are gone, but inside we will find a spirit, free from its imprisonment and with confusing and raging power, it attacks you - who will be victorius?
C. You walk beside the spikes without worry, they are in the forground you see. Behind them are an magical item that will aid you on your quest.
The sign of Truth
A. It tells you a story what happened in the room before this one.
B. It will tell you where the X item are this time around.
C. It will reveal what kind of weapons would suit you best in the next room.
While waiting
A. You leave the game having Miriam standing firmly on the floor, waiting to do thy bidding. After a while she grows tired of standing and summons a chair to sit in. While doing so, she zips on either a cup of tea, glass of wine or a glass of water.
B. You leave the game having Miriam standing firmly on a staircase, waiting to do thy bidding. After a while she sees faeries dancing slowly around her, one of them also sits on her shoulder.
C. You leave the game having Miriam standing firmly on the ground, waiting to do thy bidding. After a while she practice some magic from a flying book.
Updating Lore, bit by bit
A. You found the enemy, you killed it and you gained experience out of it. Now, the lore book has written the name and flavortext about the creature down in one of it's pages and revealed where it came from. Perhaps next time we get some other information, slowly building up the mystery of that creature!
B. You found the enemy, you killed it and you gained experience out of it. Now, the lore book has written the name and flavortext about the creature down in one of it's pages and revealed what kind of weapon does most or least damage to it. Perhaps next time we get some other information, slowly building up the mystery of that creature!
C. You found the enemy, you killed it and you gained experience out of it. Now, the lore book has written the name and flavortext about the creature down in one of it's pages and revealed what numbers it has in terms of health, armor and so on. Perhaps next time we get some other information, slowly building up the mystery of that creature!
Frozen / turned to stone
A. Miriam is frozen solid or turned into stone, she cannot move until you have pressed left / right or LB / RB. Now she is free once again and dust falls off her the first couple of steps.
B. Miriam is frozen solid or turned into stone, and the shape of her looks like one giant rose. She must be free by pressing left / right or LB/ RB to brake the thick layers and return to normal state. The ground have the shattered glass in a pile behind her.
C. Miriam is frozen solid or turned into stone, now the time behind her goes into lightspeed, showing day and night behind her shifting pass before her eyes. She cannot move until you have pressed left / right or LB / RB. Now she is free once again and takes her hand onto her head, feeling overwhelmed and a bit dizzy before she takes her first step.
Gargoyles
A. That demonic, but cute gargoyle seems to be following Miriam. While he is on the outside, he seems fond in seeing how it goes for Miriam going up against the foes in this tower.
B. That statue seems familiar, haven't I seen him before? Oh, its Goofball!
C. I am sure there were angels in this corridor before, and not devilish gargolyes! I am feeling watched.
Seasons
A. Jolly good ol' dance with hats, eggnog and snowstorm across our travels on the Galleon "Minerva" - Xmas
B. Someone in this room had fun cutting out bats and sticking them across the ceiling. - Halloween
C. There are a partyhat and ballon beside Miriams bed, how strange? - IGA's birthday