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[WIP] Necropolis #7806

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@acidia
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commented Jun 1, 2014

A long term project to introduce an endgame structure/dungeon. To find it, search for 'salon' on the worldmap. For now, I need feedback on whether the sewers are too labyrinthine. The minimap will all be revealed so try to avoid looking at it while you wander the sewers... just take a crowbar and a bunch of wearable flashlights. Start at the water pump station in the northeast and enter the sewers. Try to find the vault entrance.

z Town, still needs monsters,vehicles, and item touch-ups
z-1 Sewers, still needs monsters and items
z-2 Vault LV1, architecture[75%]
z-3 Vault LV2, housing
z-4 Vault LV3, utilities/reactor

This is far from completion; for reference, the old largest fixed building was the 9 tile (3x3) mega-stores. Then we went to the 81 tile (9x9) mall. When completed, Necropolis will occupy 405 world map tiles (9x9x5)... not all of those will be packed but I'll do my best to keep them interesting.

@Zireael07

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commented Jun 1, 2014

This is amazing!

@kevingranade

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commented Jun 1, 2014

Impressions from a runthrough:
The route is a bit circuitous, I had a bit of trouble with it, and I knew I was looking for something.
If I was simply exploring and didn't know there was something to be found, and it was a regular game, I would have given up long before finding anything.
Rather than simplifying the route though, I'd rather have some hints.
The big one that's already there is that the town doesn't look like a regular town, I'm starting to think that's a good thing since we want people to investigate.
Might sprinkle around some out-of-place items or other set pieces that give hints that this isn't a normal town. A corpse with a uniform, on the streets, in the sewers or both for example.
The super obvious thing would be to add a ques or similar, for example secret documents revealing the location of the town, or someone who knows about it.
It should be possible to have a "sewer map" item that reveals the sewer network, but suspiciously leaves a big hole in the middle where the entrance is. From my experience navigating into those areas is still a bit of a challenge, but it gives players something to go on at least.
Whatever monsters you end up with, you might have some in the antechamber and "courtyard" area, and potentially making noise. I haven't looked into how practical that would be, just an idea.
Some other source of noise might be reasonable, not sure what though.

@VampyreLord

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commented Jun 1, 2014

So what is necropolis again?

@vache

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commented Jun 1, 2014

The way the arrows point on the fast food restaurant would have them handing the food to the passenger window in the drive thru.
I'd move garage vending/atm to the trash can locations, and move the trash can to in between the pumps.
The church had a huge number of food items sitting on the floor in the room with the winch, and the winch did really strange things.
The vault is really hard to find, which is good, but I would include some other clues to its location, like work orders calling for excavating a huge area under the grocery store, or complaints from a worker that he can never find his keys to the sewer tunnels and that he has to grab a damn crowbar again. Or maybe find something like a recipe for a homemade bomb (made using fertilizer from the garden supply store) and clues pointing towards a place to set it.
If you take the manhole entrance north of the grocery store, it says "Vault 12 - entrance" when you're in the sewers. Maybe leave out that part until you go down a level? Also, I'd remove the references to a specific number for the vault, seeing as how at this point we don't really have a way to control how many things spawn globally, we don't want to have a world with a dozen vault 12's in it. I'd probably set the rarity to [0,1] for right now.

@acidia acidia closed this Jun 14, 2014

@KA101

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commented Jun 14, 2014

Uh, what happened?

@acidia

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commented Jun 14, 2014

First two levels are done!
Separating them, give me a second.

@acidia acidia referenced this pull request Jun 14, 2014

Closed

Rivtech Factory(WIP) #7953

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