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Azazeal

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About Azazeal

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  1. Im kinda iffy on that part too. My only reasoning for it was so that the enlargement makes sense because if we can just zap ourselves bigger with no problems why wouldnt our character just stay that size and be a bigger badass in the garden (or you know, try and get help or go home) But if you dont do an enlargement at all you would be too small to make use of man made bits and bobs found in the house. It could also be a way a randomising house loot i guess. I suppose it could just be safely reasoned that literally the only way in and out of the house is to step directly through the prototype size ray beam. Its just been like busted up somehow and left running right in the way of the passage. Or maybe its all about being able to reach the door handle that gets you into the house from the lab, and then being small enough to fit back through again. Doesnt matter as long is it makes sense
  2. So I think the game and its player base would benefit greatly from some additional movement mechanics. A Dodge action bound to B/Circle on controller, Blocking is great but sometimes you just needa get the frack out the way. (especially with anything explosive) Ledge Grab climbing, so we don't always have to get our feet right up over the edge of where we wanna jump to. A Slide action for quick downhill traversal would be great but not hugely needed Buildable ladders and other climbable things in the environment (hugely needed) A non-OP grappling hook. You can climb, swing and rappel with the rope (Should not function super quick, throw button needs to be held to throw at any reasonable distance, and it doesn't reel in mechanically)
  3. So i had this admittedly over the top idea for potentially going into the house Here goes: The house is now accessible via "The Porch Lab" and is essentially a timed dungeon run kind of deal. To pass through the lab and into the house, one must use a shrink ray prototype to temporarily become about 2-3x bigger (about the size of a borrower ). All of your equipment changes size with you. This effect wears off after XX minutes at which point your SCAB automatically teleports you back to the porch lab for your own safety. The reason for the time limit is to keep the garden and the house conceptually separate, so that when indoors; you are big enough to make use of man made materials and objects (and even take them back with you maintaining their proportionate size) but when you do have to go back, everything else MUST return to "normal", like in a Sitcom. This approach will also allow for house loot to have unique, randomized aspects, making every run different. The house is an entirely different landscape to the garden and is brimming with new dangers that you could never hope to face at your usual size. You will require new equipment to able to explore the indoors safely and thoroughly. This gear can be made using a combination of garden resources and new resources found in the early stages of house. But why take such a risk? For the unique new treasures the indoors hold, silly. Sturdy man made objects and materials that shrink proportionately with you when time runs out. Things you can use in the garden as unique and durable base parts, or even as weapon & tool variants (eg. a credit card door or a pin sword..). You may even discover a means to harness electricity and power your garden bases. The developers could regularly update the house with new aesthetic variants of loot. They could even use it to introduce entirely new items and mechanics in a way that makes sense to the player and story. THE THREATS: The Cat - Invulnerable - Moves between its nap spots unless it sees you, at which point it will hunt you relentlessly even after losing line of sight. - Not allowed in the kitchen (1st area) Attacks - Swipe: Close range | Moderate damage | An horizontal swipe of the cats immense paw, yeeting the player and inflicting ragdoll. (may knock you out of its own sight) - Pounce: Long range | Minor damage | Traps the player and follows up with a swipe (should the player avoid this the cat will lose line of sight and begin searching) Weaknesses - Stink-bombs and Gas Arrows heavily disturb and stagger the cat for a few seconds (regular arrows can have the same effect only if you manage to hit an eye) - Easily distracted (especially if you manage to power and turn on its automated laser pointer toy) - While trapped by Pounce, mashing the attack button fast enough will allow you to attack the kitty's poor little toe pads, staggering it briefly and preventing the follow up Swipe. Rats Roaches Termites House Flies House Spiders Daddy Longlegs? Environmental Hazards Hmm, what else? THE GEAR: Sticky Tape Gloves - Enables the scaling of any smooth surface. Grappling Hook - Can be used to swing, climb and rappel - R2 to throw and embed in a surface (the longer you hold R2 the further it will go) - L2 to flick the hook free Roller Bead Boots - Allows you to glide across the smooth floors of the house at high speeds. Perfect for escaping agile threats (and showing off your tricks) - Useless on carpet, dirt and other rough surfaces - Use in tandem with the grappling hook for crazy locomotion capabilities WIP Essentially, this a concept for allowing Grounded to seamlessly implement content inspired by "Tiny People" media of other size scales (eg. Arietty, The Borrowers)
  4. I would really like to see the insects and their populations have a more dynamic presence in the game (Spawn rates that are affected by death rates and other factors). For example: As the ant population of the western anthill grows undisturbed, so does the population of the nearby stinkbugs, resulting in intermittent wars due to increasing spawn rates and spawn points. The winning side naturally gains a population boost and has an even greater advantage in the next cycle. All of this can be seen from your SCAB as a sort of bar graph, and it is your responsibility to manage the populations, maintaining the balance of the garden ecosystem. If you don't, spiders might just overrun the garden, posing a constant threat to your bases and exploration. Or perhaps you just want to watch the garden burn, so you incite the biggest war the yard has ever seen. But death isn't the only way to affect a population. Leaving food and other species specific gifts in their nests improves their standing! Imagine trying to revitalize the spider population because their prey is getting out of control, and how dangerous a task that could be! This also gives food a whole new layer: figuring out which food is best for which species. I imagine each population having a spawn point radius and a spawn rate frequency value, (as well as a few more complex variables) which increase and decrease as a population grows or is decimated. Could be an interesting end game whilst also making every new game play out differently. Edit: Recently discovered the feature board and it looks like they pretty much have this sort of thing planned already. Hopefully this might give em some ideas
  5. I have seen that there are a few posts about this already, but noticed they are all lacking support. The colliders for the oak tree get more and more inaccurate the higher you go, making it impossible to build an appealing treehouse high enough to be of any use. If the devs didn't want us going that high and making zipline terminuses that can reach everywhere; they would have just put an invisible ceiling in, as one can simply build an ugly tower right to the top. So that cant be the issue.. The devs also must have known players would would have an urge to get as high up that tree as possible, and so I am really stumped as to why this is even a thing let alone has not been addressed yet. Other than this and a few spawning issues this game is incredibly beautiful and interesting, and nicely polished. If these guys know what they are doing (and it really seems like they do for the most part) I'm sure they will realize this tree needs accurate colliders that go as high up as we the players can. Gis' a like and a comment if you agree
  6. I need this too. My treehouse base plans have been completely smashed. I really thought the colliders on the tree would be accurate and that the worst that could happen was that I would just eventually hit a ceiling. But not this. Huuuuge dissapointment
  7. Not to mention how hard this makes it to build a nice looking treehouse base!
  8. 1000% needed. My treehouse plans went up in smoke when I discovered the awfully inaccurate colliders. Cant even make it to the mushrooms!
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