Troglodyte In The Underbelly: Hidden Oasis

 Troglodyte In The Underbelly: Hidden Oasis

Dec 08, 2023

Hidden Oasis 

Jose Davila 

As a part of development, the team has decided to have some specific biomes. Mine, specifically, will be centered around visuals and exploration. The problem at hand is trying to introduce this Oasis biome while also creating a rewarding sensation for players exploring this area. The draft idea of this biome doesn't include any remarkable enemies, and the exploration depends mainly on the branches that are going to be around the main biome. This could result in a bland experience even if the visuals are the main focus. If there is nothing valuable or characteristic other than the layout, player experience will be mild regarding exploration. 

After exploring more options, I concluded that something to consider is how we will be using procedural generation for the entire cave system. Scaling this down, I could use something similar to create procedural-generated branches and have a more magical appeal to the cave. Each time a player enters the biome, this results in a different exploring experience. It could reset every time the player enters the underbelly, and resources within the branches will regenerate. 

This also opens a new realm to the exploration and recollection bit. Every time the player enters the Underbelly again without sleeping and resetting the Oasis, the difficulty increases. This means more enemies, more dead ends, and, of course, more valuable resources. This could also affect the unique fish Lumifin and the chance to get loot from the water using the Star Catching Net. 

Comments

Popular posts from this blog

Troglodyte In Underbelly: Git Issues