Some fresh idiea came up to my head today. I think our caves and generally whole generated dungeon looks quite... dull. Except few ocasional entrances and rooms its mostly just plain rock. I have few ideas which may add to what is already suggested by others.
The main mechanics my ideas could use may be something that i call natural rooms - those are thechnical rooms generated in the dungeon owned by nature itself. Pure neutral, just like rock is. It would be generated randomly across dungeon, regardles of enviroment or biome mostly. Player shouldn't be able to build one. At least not directly, and without special resources and/or spells and researches. Those rooms would offer various buffs or debuffs, some unique functions, or just stay an eye candy, depending on which one we find. Of course many of them will be guarded be their unique creatures, but some may just lure wandering neutral creatures (not always hostile), and some may just spawn some on their own, or just none creatures at all, sometimes efen repel everyone away.
Letsts begin with something shiny... (not gold you greedies)
- preferably lage ones
type that in google and you've got ton of cool refferals.
I imagine those shoorms in game as an occasional oasis-like area with few big ones in the center and many small shrooms around on the floor and walls. Whole area would be covered in mycelium - greenish/purplish organic coat with glowing veins coming out from big shroom-trees.
The shroom oasis could generate everywhere, but will tend to keep distance of at least few blocks from lava - fungi doesn't like dry and hot environment.
Player won't be able to build such a place directly, but may try to grow his own shroomgarden if he can't find one, or destroyed previous one for example. In order to do that he will have to collect some mycelium from another shroom area. Alternatively some bog-earth/humus/peat from overworld/underworld swamp area (assuming such places would be implemented) and then use spell on it - let's call it Decay (fungus decays things it's growing on right?). The spell itself could bring some sicknes or other nasty things to creatures who get into it's area of effect while the spell is active. It will last few minutes, 2 or 3. When it's effects are dispersing there would appear some mycelium converting the swamp earth. Once player have mycelium he have to cast another spell - growth/magnify for example. The spell would make any creature bigger for some time, make roots grow, antroots mature faster, and overworld trees regrow too. It would also regrow glowing shroom from mycelium. It have to be cast soon after, because mycelium would dry out and die after few minutes if there is no big shroom nearby. Once big mushroom is regrown, it will spread mycelium a few blocks around it. But if it's destroyed mycelium will die soon after it.There also can be other ways to grow shrooms - there was some ideas about magic crafting, alchemy and lot more, so it doesn't have to be spells.
What would they do? Well... glow of course
apart from that it small shrooms growing on mycelium would serve as food source for some creatures or underground kettle-rats. Alchemy is another obvious use, which would provide poison gas flasks for traps maybe. Mixed with sulphur it could be used as sparkling lure to attract amused enemies into an ambush.
I mentioned about guardian creatures before. In case of this natural room i think giant slug - glowing when he occasionally eat few small shrooms. Some old veterans can grow shell which would make them significantly harder. (or maybe shell will be given at random)
This one is already in bright vibrant colour, and have ugly scary face - perfect for his job (just not glowing yet):
It would be rather calm creature - it's slow like any other snail, so not eager to hunt. But it will attack if there is no small shrooms in it's reach (out of food) or when big mushroom get's attacked (out of food), or just when you attack it directly. They will not chase enemies too far from shroom - 6 blocks for example. Slugs themselves can be another way to collect rare materials - toxine sack, slime, eye rods, some meat (everything tastes like chicken... except chicken
). No bones and leather though. The bigger the snail the more resources. Smallest slus would leave no useful resources. And some, like venom sack, would be dropped only by adult slugs.
Generally there would be no more than one slug per shroom tree. The more big shrooms close to each other the faster the spawnrate. At first slug would be small and come from the ground, or fall from under the big mushroom's cap. With time it would grow bigger - few minutes before it's adult and then level up by time for example. Growth rate should be rather slow. If you plan to collect shrooms only and keep the slug, it will eventually grow to be powerfull defender (unless imps take all of it's shrooms).
With shrooms themselves and their defenders shoomgarden could be organised by the player in the form of a farm (either collecting shrooms, or killing snails, or both).
Someone suggested mushroom people
. Those could spawn in a group if you cut one of big mushrooms. Or maybe just spawn at DM if you control enough mycelium/shroom tiles.
Big shrooms also would divide into few species. Most easily distinguished by color they're glowing, and sometimes by shape. Some will glow green with standard cap. Others will glow orange with cone like hed, and others will be similar to minecraft's netherwart. Others can have their cap inverted in a form of chalice.
just type exotic or unusual mushrooms or whatever into google.
for example would be completely neutral nonhazardous type - no special attributes.
would make occasional toxic gas clouds to appear (and lot more if attacked).
would spread sickness/illness to creatures that are too long in it's reach (most nasty one as illness would have chance then spread to each creature met by infected creature - hostile or not).
shrooms of madness would influence minds with random efects (or maybe more types of shrooms for each effect) - amok: creature considers ANY other creature as enemy. Fright: creature is frightened and runs away for some time. Courage: creature will fight to the death, not running even if close to dying. Peace: consider everyone as friends even if they are attacking.
would provide rejuvenating aura that increases health regeneration greatly.
would slow down creatures and sometimes force them to sleep - the more tired creature is the more probable it is affected by the mushroom. Creatures already forced to sleep won't wake up if attacked. However creature in battle will always resist urge to sleep. After some time (slightly longer than usual) creature would wake up fully rest (if still alive). White shrooms would clear any negative effect from creatures - poison, sicknes, madness, slow, bleed etc.
mushroom will change it's environment - it will accumulate water and dump it's surroundings occasionally turing some block near it into swamp, and if enough swamp block, then converting them into water blocks. This type can be usefull in lava levels, where there is little water availible (had one last game where literally 5 water blocks was generated in whole level). Swamp mud would slow down creature sometimes suck down those whe stay there too long. Fallen in swamp can't be pulled out to rest (or just die faster). There will be some limit to the ammount of mud and water blocks around the shroom above which it stops transforming blocks, so that it not overconvert environment with time. (any other ideas for shrooms special effects?)
Some shrooms effects are against each other, so shrooms of different types can't grow close to each other. If player manage to grow another big shroom next to the first one, then it will be of the same type.
Finally if you don't like some shroom in your dungeon, then you can pour some lava next to it - all will burn, and no monster would turn hostile against you.
Here is another concept. Rather simple comparing to the previous one.
Base of the swamp area would be mud or bog tiles. Either as block itself(preferably), or just placed as room on rock tiles to imitate layer of wet earth on it. Whole area would consist mostly of bubling plains of mud, moss patches, few small water puddles, and common reeds which would obscure visibility - similar to Leagues of Legends tall grass.
No other resources than roots in high density, and occasional coal underneath would be there. There will aslo be some occasional mushroom, some old bones sticking out of wet soil which could be "dug" and collected. Big rotting log/root few tiles long would offer big wood deposit when marked for digging.
Creatures walking over mud would suffer movement speed penalty, as i mentioned in previous part. Mud would also prevent creatures from climbing it (or seriously slowing the process) unles it's reinforced or ladder/stairs is built. Player can order to reinforce the surface - placing logs or stone tiles. Easiest way to do that would be just by placing bridges. Once plueprint is placed it would require half of the original bridge resources (it doesnt need to be as strong as it is just lying on the ground). After building the model would be a bit different - few tight placed, pararel logs or several stone tiles (or one big in center). This would let creatures walk over mud with full speed. There may be of course separate dedicated option in future instead of using bridge construct. Maybe if there is an universal Upgrade function under rightclick (mentioned under wall improvement topic) it could be used here aswell.
Another serious aspect of mud block would be creatures drowning. It would not drown concious creatures - only the creatures that fall unconcious on not reinforced mud tiles - reinforced would have no special effect. Fallen would sink into the mud, and after some point it wont be possible for imps to take them out and bring to bedroom. The process itself can be as simple as speeding up the timer counting time untill death, or immobilising/rooting fallen until he dies. There would be no corpses either - no ghosts, bones or leather or any other loot - all is lost in the mud.
Occasionally when enough corpses is drowned in an area - 4x4 i think is good - then elemental or earth golem would awake. It would be hostile to all monster (except other golems). Big, resistant, slow, strong and ugly.
Drakensagn swamp monster is quite nice to refer to:
just typed [IMP] tag by mistake... wonder if [ORC] would do something...
Mud itself need water block to stay wet - at most two blocks away (preferably in radial form instead of square). If the water is removed, something gets in the way (some blocks are replaced) or block is dug and moved away from water, the mud will dry out after few minutes and become regular dirt. The process can be reversed - every dirt block can turn into mud block if left untouched directly next to water for long time. It would turn into mud only one block deep however, and no diagonal transform. In order to spread bog player would have to move it further manually. This mechanics would of course lead to transforming lake shores, but i don't think it's bad - mud is rather common sight next to water.
Area of mud staying wet around water:
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As the area is constantly wet and watered so plants would love the place - antroots would grow there by themeselves - but much slower and in less density than in farms. Ocasionally roots from neighbouring blocks could grow over mud blocks.
Bog earth could be used to boost farms production - just dig mud and place it where you plan your farms, then build farms on mud tiles. Just remember to keep water vein directly next to it. Irrigated bog farms would produce crops 1,5 time faster than usual.
Main thing here is patch of overworld vegetation together with some ruins lit by lightbeams coming from hole in the ceiling surrounded by shallow ring of water.
Big oak, or blossoming cherry with some grass would fit here well. Some old walls and pillars, stonehenge or Easter Islands Head for ruins example.
What it would do? Actually nothing, just looking good. Sometimes it would contain treasurechest by the tree in the center, or some other artifact. Ruins and tree can be left alone for decoration, or destroyed for large bunch of resources.