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Status Open
Created by Guest
Created on Jun 21, 2024

New Biome Idea: Earthmotes

I really like the game so far, it has a vibe very similar to some of the early adventure games I cut my teeth on, like "Myst" or its sequel "Riven". I go through a portal and sometimes I have no idea what I'm going to get on the other side. What I would like to see going forward though, is a little stronger lean into what makes you different and interesting.

To wit, I really enjoy the floating building POIs in some of the realms. Its very challenging to figure out how I need to go about reaching these. I was wondering if perhaps this could be expanded upon to create an entire realm's worth of these earthmotes. What I'm picturing is thus:

  1. There is a ground level to the map, it is about half or a third as large in diameter as the average swamp/desert/forest map. There is some land here, which is how the lowest levels of earthmotes get accessed, but the majority is water. Instead of an invisible wall at the edge, like with the current biomes, you have a hard border of waterfalls. Where it looks like the water from this area just rushes off into nothingness. You could still use an invisible wall in this area, but the visual and sound effects of the waterfalls seem to imply that my character is making a conscious choice to stop where he is rather than tempt fate by looking over the edge. This ground level would be the only part of the map that contains reeds or grasses in abundance. This level could operate as a "net" for the trapeze act that is the rest of the zone.

  2. Everything else in the realm would thus be vertical in nature. All of the POIs are much closer together than a usual realm, but they're often above or below me. Traversing this realm thus requires that I know how things like the Umbrella Glider and Climbing Picks work. I actually have to build towers and bridges to reach some things. Mining nodes are way more common in this biome as the ground is ripped apart. Trees are somewhat common, but in this biome their roots are almost animated as holding various motes together or linking up floating islands. I don't know if it's workable in the engine, but maybe if I cut down a tree it could rearrange the terrain as the tree's roots no longer link things together. Perhaps regrowth could be purposed to link areas with new trees.

  3. Day/Night cycle would probably have to be ignored in this realm, as you lack a true horizon for the sun to rise from or set to. Instead, give the zone a permanent "Thinned Veil" effect. The moon and stars seem much closer than normal, and you constantly have these incredible views of them as you traverse up and down. Certain cards wouldn't work in this zone, (like Utopia because of the lack or horizon, or Thinned Veil since the zone already has that). To balance that, other cards might be much more useful, like Trickster, which I see as making you jump twice as high as the normal "Thinned Veil" rate already running in the biome.

  4. I don't see this as one of the starter biomes, more like something you work your way into as you finish up the Ascended Realms. Sort of a second tier of Abeyance and Standard Realms you work your way into. Like once you've sort of got your bearings and know how the game works... well, now it gets really "weird" and maybe those ideas of how things work suddenly don't hold up so well.

I see this idea slotting well in with the other biome suggestion on this board of a Cave system with mushrooms. Like you've cut your teeth on the very tame parts of the Faewilds, so now you're ready for some real Realm Diving. Here's Tier 2 of the realms.

Category Tags Realm Travel, Realm Cards
Mode Both Online & Offline
Sentiment Feature Request
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