You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
This is a concept for a shroom well cave biome and additional cave generation mode.
The shroom well (or maybe void well, or sth) would consist of new cave generation mode - a nearly vertical well (something like y=-abs(1/x) ) almost circular hole that would lead directly into void roots.
Well would generate randomly at least 5_000 block below the surface.
In the well, 7_000 blocks below the surface large shrooms would spawn attached to the walls, similar to polypore, with no leg, only circular semi-flat cap, maybe with edges bend upwards.
Shroom block should be a bit emissive (just enough to be visible, but not enough to make you see anything beside shroom) and should have low friction (if engine allows for it). Shroom blocks would have special property - they can reduce falling speed by N blocks/s on hit. If this reduces falling speed to 0, nothing happens, player stays healthy, maybe they could bounce or something. However, if player speed after reduction is above 0, shroom block should break and process should repeat. The outcome would be that player jumping into the well would have chance to survive by sinking into the shroom. If falling for long time, player would have to hit few shrooms on the way before he finally stops, piercing through them.
Sample image representing well layout:
Idea inspired by book Tunnels. Freefall by Roderick Gordon
The text was updated successfully, but these errors were encountered:
I know how deep it is, and this is the core point, you fall, and fall, and fall into total emptiness, in darkness with no idea what awaits, if not certain death. And sometimes you get surprised by the fact that you actually lived that xD
The idea comes with idea for a monster, in the series they were called Brights, but we can call them whatever, basically a giant white moth, a glowing enough to be visible. Very fast, avoiding eye contact, stalking the player, attacking when they are in open field, eg. at the edge of the shroom. They should be a good deterrent for anyone who would think they can pillar up the well back to the surface.
This is a concept for a
shroom well
cave biome and additional cave generation mode.The shroom well (or maybe void well, or sth) would consist of new cave generation mode - a nearly vertical well (something like
y=-abs(1/x)
) almost circular hole that would lead directly into void roots.Well would generate randomly at least 5_000 block below the surface.
In the well, 7_000 blocks below the surface large shrooms would spawn attached to the walls, similar to polypore, with no leg, only circular semi-flat cap, maybe with edges bend upwards.
Shroom block should be a bit emissive (just enough to be visible, but not enough to make you see anything beside shroom) and should have low friction (if engine allows for it). Shroom blocks would have special property - they can reduce falling speed by N blocks/s on hit. If this reduces falling speed to 0, nothing happens, player stays healthy, maybe they could bounce or something. However, if player speed after reduction is above 0, shroom block should break and process should repeat. The outcome would be that player jumping into the well would have chance to survive by sinking into the shroom. If falling for long time, player would have to hit few shrooms on the way before he finally stops, piercing through them.
Sample image representing well layout:
Idea inspired by book Tunnels. Freefall by Roderick Gordon
The text was updated successfully, but these errors were encountered: