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Open world Goblin survival (Forums : Ideas & Concepts : Open world Goblin survival) Locked
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AnOddHermit!
AnOddHermit! Thinker of things.
Feb 13 2023 Anchor

INSERT TITLE HERE!

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Description: [ITH] Is an open-world Sandbox survival game set in an procedurally generated fantasy realm. The player is a little goblin. Maybe 3 feet or so in height, give or take. The player is the weakest monster in a world full of terrifying and fantastical beasts, all varying in strength.

It’s the player’s job to survive in this big and scary world, with a plethora of paths set before them. Is the player a bold warrior, taking on danger armed with only a rusty blade? A crafty hunter utilizing traps, slings and bows? Or perhaps they enjoy the art of crafting, or the intrigue of leadership as they try to guide their very own tribe of goblins.

[Whether this game is 2D or 3D depends on what'd be best. 2D is looking like the better option though. Maybe a pixel art style?]

[I AM VERY AWARE THIS IS INCREDIBLY AMBITIOUS AND WILL LIKELY NEVER SEE THE LIGHT OF DAY! I wrote this mostly for fun, but it's nice to share!]

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Features

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Survival: The world is a big one, and a little goblin’s gotta eat! Players have to manage Hunger, thirst, temperature, and even STRESS! Injuries are specific to limbs and body parts, and goblins can also suffer from disease.


Environments and Temperature: There are a variety of biomes that offer their own risks, rewards, weathers, and monsters! Snow biomes can slow the player’s goblin down with thick blankets of snow and freezing weather. Desert biomes can make the player’s goblin overheat or die of thirst if they aren’t careful. The list goes on.


Descendants and Character death: Character death is PERMANENT! When the player’s goblin is dead, they’re dead. There is no respawning. However, upon death, if a player has a ‘descendant’, they will assume control of that goblin. The player’s descendant inherits 15% of the previous goblin’s inventory, as well as some of their skills and quirks. A descendent is made through marriage or adoption. Players can adopt orphaned goblin children, which have a rare chance to spawn in the wild, or they can choose to marry a goblin of the opposite sex which can be found in pre-generated settlements.


Tribes and Settlements: You can choose to lead your own tribe/settlement as a Chief/Mayor, and each of the two types of colonies have their own pros and cons. Leading a colony means it’s easier to make descendants, but now you have to manage an entire colony of goblins. You must deal with their needs, both mental and physical. You must assign jobs, work on projects, assemble guards to fight off monster attacks, and prevent disease.


Stress mechanic: Encounters, weather, temperatures, and even doing something the player’s goblin dislikes can increase a ‘stress’ meter. Depending on how full it is, the player will receive a plethora of debuffs and a few buffs. Capping out the stress meter will cause the player’s goblin to have a breakdown, and either succumb to mindless madness, or rise and grow stronger. [think darkest dungeon]


Character creation: All players start out as a ‘normal’ goblin, and they have a good collection of starting ‘personality’ traits they can choose to further personalize their little fella [think project zomboid]. Lots of body sliders and hair styles too! Scars can be gained by chance when an injury is healed. Eye color depends on the goblin’s subspecies.


Subspecies: Goblins are highly evolutionary creatures, and are able to rapidly evolve to fit their environment. When a player spends enough time within a specific biome or doing a specific action (swimming, climbing, digging) they are given a prompt to ‘adapt’ and they can either choose not to, or undergo an evolution to better fit their environment. Below is a list of early possible evolutions. Players can only evolve once with the goblin they're currently playing as.


Goblins: The base goblin! No pros, no cons, just… Goblin.


Snow goblins: They develop ‘fluff’ and get a bit fattier. Their skin turns a white-ish gray. Snow no longer impairs their movement, and they have a 35% resistance to cold temperatures and frost damage. However, fire damage and hot environments are very dangerous for them. Snow goblins are 10% slower than regular goblins due to their stockier builds, but also have 15% more health.


Coastal goblins: They get a tad lankier and develop blue skin, alongside webbed hands and feet. They’re able to swim incredibly fast, and can hold their breath much longer than other goblins. They are 15% more proficient with javelins, and can throw them underwater without slowing down the projectile’s velocity. Coastal goblins don’t need to drink as often as other goblins so long as they’re in humid environments or within a body of water, however they dehydrate a lot faster than a normal goblin in dry/hot climates. They have a 35% resistance to water damage, but frost damage and very cold environments are a lot more dangerous for them. Fishing is second nature to them.


Plains goblins: these goblins are taller than other subspecies, and have very developed leg muscles. They’re 35% faster than your average goblin, but take 5% more damage from all sources. Due to their slim and lanky physique, they are 10% more resistant to hot climates but also 10% less resistant towards cold climates. These goblins are 15% more proficient with bows and light armor than other goblins.


Mountain goblins: These goblins develop large muscles and thick skin, giving them a 20% resistance to all forms of damage, and are 15% more proficient in heavy armor/weaponry. Due to their muscled build, they get hungrier way faster than normal goblins. These goblins are also excellent smiths!


Desert goblins: These goblins develop deeply tanned skin, and also get hungrier/thirsty a lot slower than other goblins. They’re 35% more resistant to hot climates and fire damage, and sandstorms don’t slow them down or impair their vision. They also tread lightly, so traps and sand worms cannot detect them.



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AOH.THINKER

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