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Juice Galaxy (formerly Juice World)

Floppy ragdoll rpg sandbox with physics-based combat · By fishlicka

Quest to Lower (local) Spawn Rates? (also other resources I found)

A topic by Tailn o wag created Mar 15, 2021 Views: 250 Replies: 4
Viewing posts 1 to 3
(1 edit) (+1)

(List of resources are at the bottom of this suggestion)

     I feel like there needs to be something we can do to make doing some stuff easier, that is, doing business with Hulk Hogan and lounging near the shop. The spawning of enemies makes these 2 tasks harder (mainly hogan), and I've come up with a quest to solve it!

The first part would be getting an item, and that item could be a mushroom cap (which can be a wearable cap if you want) under the stairs of the shop; it could spawn after defeating so many enemies, dropping a fish bowl under it ("pouring" it out) or using a water weapon if one was to be added. The location would be right under the first turn of the stairs, where if you were observant you would notice it (maybe add a little mud pile to make it stand out more). You take the mushroom cap (after completing one of the suggested objectives or an entirely different one) and fly off to Hogan's

At Hogan's Mushroom, fly on top of it and drop the mushroom cap this could lead to one of the two suggestions

  1.  A new NPC that's a mushroom with eyes and a mouth grows out of the top of the original mushroom and wants juice to put up walls/towers around the place to protect Hogan (for keeping company all this time) or protect the big mushroom
  2. The mushroom cap just dissolves into the big mushroom and some mushrooms pop up in a radius around the big mushroom (which is what would happen in the first option if you fed juice to the little mushroom dude)
    1. The mushroom dude NPC or a miniboss could sprout up after so many times of doing this, like the 3rd mushroom cap could have the NPC pop up with him saying that his younger brother would probably like to sleep instead of rise and shine, so the 4th mushroom cap on top would trigger a mini-boss (perhaps a mushroom helicopter?) that you would have to defeat/subdue to be able to put the mushroom caps on more.
    2. Perhaps if there is multiple mushroom caps it should be at different places instead of the same place under the stairs, to encourage exploration, and if it requires different mushroom caps to grow the walls around, then you can also regrow the mushrooms at the points to use them as an actual cap (so you can get the best of both worlds)

At the shop, I thought bringing little trinkets (a.k.a. whenver you get the weapons really small at hogan's) you could give them to the shopkeeper and maybe he uses them to decorate (I don't know how this could go in with walls/decreased spawn rate for enemies around the shop but oh well)

And here are the resources! (what most came here for anyway) :

  • Factoring Calculator - Because coding, and it shows the graphs and forms of stuff! I think it could be really useful for messing with terrain generation due to it being able to handle x, y, and z equations.
  •  Ciphers for potential ARG - In case there is some thing you want to do for the future of this game (for marketing or hard community puzzles) you can use this website to do the following: learn about codes, decode codes, encode codes, and recognizing codes.
  • Online File Converter - I use this one personally for converting my steam screenshots to PNGs, and I also looked around other websites to make sure this one isn't suspicious with it's activity, and last time I checked it's good. (Just scroll down all the way to see the stuff that it can convert and what it does with the files it has for yourself if you want)
  • Youtubers to take inspiration from -
    • Jason Jensen - These next two youtubers are going to be model house/trains/scifi people, and my-oh-my are they good! This man right here has lovely tutorials where he gives what techniques he uses for the models he builds! (and they are quite lovely)
    • Geno Sharp - He is a bit more quaint with fewer videos, and he has an opening at the start talking about how his life is going, and if you want that and some other inspiration for layouts of stuff or just want some background noise of planning his videos would for you
    • James Gurney - This man is an oil painter that may be good to draw inspiration from and also see the playlist of painting dinosaurs which teaches about using/making (physical) models for reference, this may not be for you but if you get an artist to help with assets they may like this person. (also dinosaurs and painting is cool, so y'know, why not show him)
    • DJTHED - I haven't really looked at much of his stuff, just the two devlog videos of remaking TF2 in unity (I usually don't have the time to watch a full stream, but I'm trying to find it), which due to it being in unity, I thought you may want to know about him to either ask about tips he learned working with it or other stuff!

That's all I have - thanks for working on this great game! Hope any of the links help with streamlining the process of it or being good background noise while working (or not working) on it

(+2)

Whoa dude, you're going ham over here with the resources and stuff! Nice!

(+1)

why thank you!

(+1)

This is very impressive. I give you credit on your creativity, and on your thoroughness, yet concision, in explaining your idea.

I like also that your idea is to have Hoagen and the mushroom protected - yes, I've noticed the bother of trying to get upgrades, too - and that the rest of the world can keep its spawn rate.

Frankly, around Hoagen the monsters spawn a tad too relentlessly; however, it seems to me that in the wilderness, they spawn relatively infrequently, such it can be maddening to just try looking for a fight out in the hills. A quest that lowers spawn rates even more for the entire overworld would be too grave for me.

I would like to point this out: If the protective mushrooms act as a physical barrier, then for super-sizing weapons, an issue could arise of the weapons catching onto the mushrooms and being nigh-impossible to test.

(+1)

First off, thank you very much for your kind words!

Although, I guess I didn't word myself right with the spawn rate and mushroom walls; I wanted it to be local spawn-rate instead of lower it down for everywhere, I thought the explanation for a lower local spawn-rate would be spores from the mushrooms. Also I wasn't really thinking that the walls/mushrooms would do much, and act more like trees than actual obstacles for enemies to get around (they just would be so far they wouldn't go for the player, and only sometimes spawn close enough to them) 

I didn't describe the location and dimension of the walls well enough either, I thought of them being fairly far away, just about 2/3rd from the horizon/fog line as to let you still see the mushrooms in the middle. So you could still swing around in the grounds that were encompassing it, and if you decided to make your weapon gigantic, you could still fly to the top of the middle mushroom and not worry about striking anything horizontally. Really there wasn't (in my visualization) going to be that much mushrooms, maybe 5/6 every time you do a mushroom cap/3000 juice for the NPC (whichever route). The mushrooms would probably be much thinner and shorter than the big middle mushroom (probably looking like these ones).

(Also a larger wall radius/circumference means in the theoretical mushroom brother fight if you go out of the area of them the mini-boss would either get angrier or wait for your return)

I'm very glad you gave my post a read and I'm very glad I gave your reply a read too!