I am sorry for the inaccurate location of this post but I was not sure where I could post this suggestion and since this thread is what generated the idea, I figured it was as good a spot as any.
I saw “art sets” in the thread title and thought that unique game/concept art could be a form of unique treasure find. Imagine opening a chest and finding a picture that when clicked on in your inventory opens up a full screen 1080p image. An option then would be available to take a screen capture and save it to Windows “my Pictures” or where desktop images get stored so that it could become part of your static or rotating desktop background pictures. It is a combination of easter egg ( actual concept art or final draft art) that can be used and enjoyed beyond the limits of the game (Which btw, helps advertise the product to anyone who sees it) and it can also be sold for coin within the game with a value commensurate with it’s rarity.
This way collectors have something to collect and average players who want just coin have something to sell. Since there are probably no in game homes to decorate like in Elder Scrolls, you might consider adding an art portfolio that could be purchased to hold the artwork for players who wanted to collect the pieces and somehow display them during the game. Imagine a portfolio with four images to a page that convert to full screen when clicked on. I know it will take more work but I think it would be cool.
Without the portfolio, the most difficult part would be to enable full screen viewing of the art and the ability to take a screen capture.
Hopefully someone at Crate can get this idea to a more appropriate forum.
I’d like some kind of wasteland set along the lines of the salt flats in TQ-IT (geysirs, pools, barren land). I also think a landscape like Kapadokia would make for a nice wasteland set. Add to that some twisted beasts and vegetation
In line with what has been mentioned about areas with alien vegetation how about a toxic jungle like the one in “Nausicaa of the valley of the wind”, in the film the “Jungle” made of giant fungal growths and populated by massive insects is gradually spreading across the land.
In the film you see that areas around the jungle become poisoned and die leaving ruined houses partially consumed by fungus killing all the natural plant life and leaving a wasteland.
As you get closer to the jungle the fungal growths become larger and denser to the point that they form a thick overhead canopy this makes the jungle seem almost like a massive cavern.
Maybe in Grim Dawn it could be the result of alchemy gone wrong, what if the humans were trying to make a new chemical weapon and ended up spawning this corruption. There could even be a castle/mansion/lab of the alchemist that started the whole thing in the center, all corrupted and in tatters with the alchemist him/her self as the final evil critter
Personally I think for the above ground theme all the previously discussed battlefield ideas are awesome and followed closely by the industrial development area, with the battlefield i’ve seen a few people suggest the tower/castle idea and this I think could be incorporated really well into the battlefield scenario, have it as the headquarters, where all the generals/leaders, were holed up while the fighting was going on and have an underground area leading of from under the tower. Last tower on the hill or something as if it was a big battleground they would have some type of HQ!
Maybe even merge a couple of the underground ideas like having a last defense bunker that maybe the enemy discovered and attacked them from underneath or maybe they dug the bunker too deep and found something they shouldn’t have, creating a cool end dungeon boss that was the general who got corrupted.
Sewer/cistern/cellar, any of them could plausibly fit in with the general architecture that would be in the area.
For the industrial area maybe a nice underground you could tie into it would be having the shipyard/railyard as an extension of it in a cave system below the main industrial works, for the shipyard maybe throw in a coastal cave system, kind of like all the old smuggling holes and such!
Anyways great ideas, love the work so far so i’m sure it’ll be fantastic anyway
I quote MuseOD, seeing as s/he posted this idea a while back in a different thread
Here is a pic of Kew Gardens, the largest (I think?) greenhouse/s in the world. It’s about 21 hectares in all, in Surrey, England.
Now, here’s a photo of what Kew Gardens looked like in the Victorian era Rather grim compared to the modern version, isn’t it And it would be even more so in GD, seeing as it would be in ruin/half-broken down :eek:
Also, I reckon a greenhouse interior would be an awesome area to fight in, as it could have both narrow walkways with enemies every few feet, or large roundhouse-areas with both melee and ranged enemies all around. And imagine fighting in an area like the one below, except all the plants would be dead/corrupted due to the Cultists’ rituals, etc.
I’ve been seeing a lot of great ideas posted here! I’m currently really liking:
-Wasteland/Old Warzone
-Greenhouse (possibly my new favorite)
-Industrial Development Area
Also, I was thinking about fighting through a dump area! Imagine trash blowing in the wind, thick clouds of black smoke rising up from old chemicals and detritus when a fire attack is used, small charred pieces of trash going flying with grenade blasts, the mounds/hills of trash blocking lines of sight but allowing the PC to slowly climb to the top of them for a vantage point. Also, combining this idea with the Industrial Area would be interesting, as you could have child laborer corpses (as mentioned by someone else earlier) and industrial waste mixed in with the more common types of garbage. Also, there could maybe be derelict train cars (to incorporate the rail system idea I’ve seen a lot of). I know this is a ton of different things thrown together and is most likely impossible due to the amount of design work needed, but I just wanted to get more ideas out there!
The battle ground concept and the rail road/yard industrial area which could also lead in to the underground rail tunnels sewers. These are great ideas which could also be reused as a general areas so the art assets have the most bang for the buck.
Also, if you wanted to get some sort of deserty flavor without committing to an entire desert climate, I think that a dried up lake bed would be really interesting. Cracked earth, ship wrecks to fight through and thus change the wide open out doors to intense room to room fighting, bridges that are now useless (but could house enemies or crumble in parts when the PC walks over them), puddles and mini-lakes full of sickly looking water (some maybe even with creatures that will grab at any moving thing that gets too close in hungry desperation!), and dried up old vegetation that once prospered along the lake and at the bottom of it giving up real estate to new and possibly alien forms of life. Pictures to come in a following post!
Well first of all good to see work is going smoothly (hopefully) and steady …regarding the underground I would love to see a cave like the one in the links
If chemicals were industrial products before the invasion, then there should be sedatives, antibiotics or other substances. In one way or another our hero may become severely wounded and too much use of drugs during the operation undertaken by the village’s doctor may lead him/her to a coma state during which our hero will have to make his way through dark corridors of his/her twisted side of mind which encompasses his/her fears and stuff. Such a new environment would be anything twisted. It would be a fun job to create such a dark media.
If advancement of technology allowed factories to erect, there would be spooky indoor factory settlements, underground passages. One of these factories may even be on an island which is only accessed via a tunnel under the sea. Ventilation systems, blinking lights almost broken or steaming pipes which releases vapor that cuts the vision a little sometimes would be spooky and thrilling.
Great suggestions everyone, gets the imagination rushing for all the stuff that could potentially be there. I’ll throw in my own vision to the mass.
Outdoor
I’d love to see some sort of castle that has been somewhat devastated by the aggressive nature that is present in that part of the world. I mean you could see some huge vines curving up among the walls and great amounts of moss and general lushness teeming up everywhere. The castle would be mostly intact otherwise, some places could be shattered somewhat.
One environment that’s very memorable for me from TQ is the Great Wall of China. So I thought this castle would have some similar memorable moment to spice it up. You would eventually reach to the top of wall. Once there, you would need to circle it up to the opposite side of the castle, and during all that time, you could see the area boss in the courtyard. I think that would be a great tension builder and great view in general.
Indoor
Going with the same theme here, lush. Kinda got inspired by the castle idea and expanded my view from there. So the drawbridge would be initially up and you couldn’t get access to the castle directly. You’d need to find alternative way in, so in one of the nearby beaches you could find a cave with a stream going to the sea. You would travel along the stream and elevate along the way. You could see the stream having some little waterfalls and you would occasionally cross it to travel along the other side of it. Add a lot of vegetation to the cave as well, maybe some environmental lightning from some of it as well.
This is going to be interesting. There’s great ideas afloat!
winter for expansion sounds bad i also dont like desert in every game … necropolis … oh yea i love it but there are some more clitche that are not really cool and yet seems for game developers like must have. Winter and desert are those cltiche and i am really sick off them .
what did you say what void ? is this game gona be somehow close to cthulu mythology ? would be cool anyway thsi void is probably not related to cthulu but it make fallowing that theme and i think underground water city would be nice. Players could go there from some sewers or cathacombs.
There was this game fps years ago “call of cthulu dark corners” … or something like that. There was this underwter city wich looked like combination of some temple and anthill . Round tunnels that goes into this cool ancient temple of dagon with some little creapy murals around and statues of dagon and cthulu. I dont think hear about rip off that city but about something inspire by this. Something fiting game history or story.
Beside that i do love all kind of cementrary , cathacombs type of dungeons so moooore those would be nice
I’m being lazy here and quoting Keyrock’s post because it is the environment I’d love to see the most also for the very reasons that have been mentioned.
The railroads serve as a reason for now dilapidated towns existing where they are, as well as a natural route for the player to follow.
Underground rail sections to move from above to below ground areas.
Junctions to move from, say a main line into a mining based branch line. Or even to promote an open worldness where a player can choose to stick with following a main route, or deciding where that track branches off to.
The environment can be as big or as small as required, from small sidings to a large rail station.
What I like very much in any game with a larger or open world, is unique places. I chose the word “unique” on purpose, not “secret” or anything.
They don’t need to serve any function, have any meaning (not having a meaning only adds an air of mystery), and they shouldn’t be “endorsed” in any way. No completion-%, no achievement counting how many you have visited, no “you discovered a secred place” message.
They should be kind of hidden - like being somewhere more occluded, off the main path of the game, but so they can easily be found and reached, without doind a jump&climb minigame, of having to find a well-hidden secret entrance, or having to to strictly follow an unlogical set of instructions (push button here, make fire there, cast spell this place).
This could be things like a circle of druid stones, a cave with strange paintings, the mossy/overgrown skeleton of something huge (like a dragon or something), and underground waterfall, or anything.
This places should range from peaceful/beautiful, to mysterious/disturbing in terms of their atmosphere, and they should make players wonder why there are there, or what purpose they once served in the game world.
I know those things are “expensive” to make - you need models, textures and level design, for a place that’s only used a single time in the game, and that many players probably will never get to see. But having such places is what I believe the greatest, most natural incentive for exploration.