Mage-of-Rage
Duke Fishron
After the 1.3.2 update players were given the ability to choose what “evil” biome would be present during world creation (Corruption/Crimson). I liked the idea as it gave the player a way to directly influence the generation of the world as a reward rather than have it present right at the start.
What makes the world gen random is where most of the replay factor of Terraria comes from, you’ll never know what you’ll get. Even during the experimental Minecraft inspired seed function in the game one seed can create six different worlds (two for each world size) of the player’s choosing.
However this got me thinking “What if I don’t want something completely random?” “What if I wanted a world tailored to my needs right there and then?”
And that’s where I got the idea of Player Influenced World Generation.
The system isn’t going to be something complex like say Tedit, rather something like the Corruption/Crimson option, a way to choose what random aspect you will get if that makes any sense and just like the Corruption/Crimson option it won’t be available right away.
When the player first boots up the game, assuming this is their first time playing, the option would be absent and world gen will continue like normal. Once they defeat WoF for the first time however a new option (Advanced Generation) will appear alongside the traditional “Create New World” option in the game. Many options will be locked at this point, and will only be unlocked via progress in the game. There will also be the standard “Random” option for each category if the player so desires and will be the default when no other option is selected.
1.) Event Options
Defeating all three of the Mechanical Bosses allows the player to adjust or even turn of the frequency of certain random events options being on a slider of 0-10 (5 being the default) examples of which are...
Falling Stars
Rain
Slime Rain
Blood Moon
Goblin Invasions (Still allows manual summoning via item)
Meteors (Still allows random occurrence when breaking Shadow Orb)
Pirate Invasion (Still allows manual summoning via item)
Solar Eclipse (Still allows manual summoning via item)
All Random Boss Encounters
It also allows the player to choose if they want to start the game during Day or Night.
2.) Ore Select (Copper/Tin, Cobalt/Palladium ect.)
Defeating Plantera will give players the ability to choose which ore they would want to see generated during the start of the game/after breaking altars. This would allow the player to freely choose the ore they would want to obtain during the game. The option will also have the ability to select both ores of the same category (ex: allowing both Gold and Platinum to spawn) to be available during world generation, obviously this will limit the frequency of the ore if only one was chosen (you’d be seeing more Gold Ore if you choose Gold only as the ore spawns isn’t shared between the two) and the generation will be split 50:50.
3.) Mini-Biomes, Structures and Biome Options
Defeating Duke Fishron gives the players the ability to control certain aspects of a biome. One of these options would be the number of certain mini-biomes and structures spawning in a world (Floating Islands, Pyramids, Living Trees w/wo Shrines ect.) The default option depends on the world size given but will not limit the number of spawns of each world (5 Floating Islands on a Small World for example) The minimum will always be zero but the maximum amount of each area spawning will depend on the structure/biome selected and the world size.
This option also adds more miscellaneous options such as the direction on where the biome will spawn relative to the players spawn point (ex Jungle being to the left of the spawn). Distance from spawn and the option to choose between a Jungle biome or a full Mushroom biome (Underground Mushroom Biomes also have the option to choose a Jungle variant) and the type of brick that will be used during dungeon generation and if beating Skeletron is a requirement for entering.
4.) Advance Hallowed and Corruption/Crimson Options
After completely purging all traces of the Corruption and Crimson from the world (indicated by talking to the Dryad) more options for the Hallowed and the “Evil” Biome will unlock. The options will be...
Hallowed Biome present during Pre-Hardmode
Both Corruption and Crimson Biome present
Hallowed, Corruption and Crimson Biome spread options (allows no spreading, Pre-Hardmode spreading, Hardmode Pre-Plantera spread and Post-Plantera spreading)
Option to disable Hallow, Corruption and Crimson during world generation
Jungle Damage (On/Off)
Desert and Snow Biome Conversion (On/Off)
Forest Conversion (On/Off)
5.) Huge World Option + Expert Mode Toggle
After defeating the Moon Lord the player is given the choice of an additional world size: Huge.
The Huge World Size will be 10000 x 3200 Blocks in size and exists mostly for building, servers or players looking for a challenge. The player is also given the ability to toggle Expert Mode on or off in the World Select screen as a little button on the top-right corner of the map.
So what do you think? Any feedback would be most appreciated
What makes the world gen random is where most of the replay factor of Terraria comes from, you’ll never know what you’ll get. Even during the experimental Minecraft inspired seed function in the game one seed can create six different worlds (two for each world size) of the player’s choosing.
However this got me thinking “What if I don’t want something completely random?” “What if I wanted a world tailored to my needs right there and then?”
And that’s where I got the idea of Player Influenced World Generation.
The system isn’t going to be something complex like say Tedit, rather something like the Corruption/Crimson option, a way to choose what random aspect you will get if that makes any sense and just like the Corruption/Crimson option it won’t be available right away.
When the player first boots up the game, assuming this is their first time playing, the option would be absent and world gen will continue like normal. Once they defeat WoF for the first time however a new option (Advanced Generation) will appear alongside the traditional “Create New World” option in the game. Many options will be locked at this point, and will only be unlocked via progress in the game. There will also be the standard “Random” option for each category if the player so desires and will be the default when no other option is selected.
1.) Event Options
Defeating all three of the Mechanical Bosses allows the player to adjust or even turn of the frequency of certain random events options being on a slider of 0-10 (5 being the default) examples of which are...
Falling Stars
Rain
Slime Rain
Blood Moon
Goblin Invasions (Still allows manual summoning via item)
Meteors (Still allows random occurrence when breaking Shadow Orb)
Pirate Invasion (Still allows manual summoning via item)
Solar Eclipse (Still allows manual summoning via item)
All Random Boss Encounters
It also allows the player to choose if they want to start the game during Day or Night.
2.) Ore Select (Copper/Tin, Cobalt/Palladium ect.)
Defeating Plantera will give players the ability to choose which ore they would want to see generated during the start of the game/after breaking altars. This would allow the player to freely choose the ore they would want to obtain during the game. The option will also have the ability to select both ores of the same category (ex: allowing both Gold and Platinum to spawn) to be available during world generation, obviously this will limit the frequency of the ore if only one was chosen (you’d be seeing more Gold Ore if you choose Gold only as the ore spawns isn’t shared between the two) and the generation will be split 50:50.
3.) Mini-Biomes, Structures and Biome Options
Defeating Duke Fishron gives the players the ability to control certain aspects of a biome. One of these options would be the number of certain mini-biomes and structures spawning in a world (Floating Islands, Pyramids, Living Trees w/wo Shrines ect.) The default option depends on the world size given but will not limit the number of spawns of each world (5 Floating Islands on a Small World for example) The minimum will always be zero but the maximum amount of each area spawning will depend on the structure/biome selected and the world size.
This option also adds more miscellaneous options such as the direction on where the biome will spawn relative to the players spawn point (ex Jungle being to the left of the spawn). Distance from spawn and the option to choose between a Jungle biome or a full Mushroom biome (Underground Mushroom Biomes also have the option to choose a Jungle variant) and the type of brick that will be used during dungeon generation and if beating Skeletron is a requirement for entering.
4.) Advance Hallowed and Corruption/Crimson Options
After completely purging all traces of the Corruption and Crimson from the world (indicated by talking to the Dryad) more options for the Hallowed and the “Evil” Biome will unlock. The options will be...
Hallowed Biome present during Pre-Hardmode
Both Corruption and Crimson Biome present
Hallowed, Corruption and Crimson Biome spread options (allows no spreading, Pre-Hardmode spreading, Hardmode Pre-Plantera spread and Post-Plantera spreading)
Option to disable Hallow, Corruption and Crimson during world generation
Jungle Damage (On/Off)
Desert and Snow Biome Conversion (On/Off)
Forest Conversion (On/Off)
5.) Huge World Option + Expert Mode Toggle
After defeating the Moon Lord the player is given the choice of an additional world size: Huge.
The Huge World Size will be 10000 x 3200 Blocks in size and exists mostly for building, servers or players looking for a challenge. The player is also given the ability to toggle Expert Mode on or off in the World Select screen as a little button on the top-right corner of the map.
So what do you think? Any feedback would be most appreciated