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Down Under (Mechanics (Navigation (Climbing (Cliffs, Trees), Grapple…
Down Under
Mechanics
Deeper You Go, Harder it is to leave
Status Effects
Take Damage
More Difficult Enemies
Perma Death
Body Retrieval
Navigation
Grapple
Wooden Surfaces
Climbing
Cliffs
Trees
Repelling
Cliffs
Flying/Gliding
Walking
Crawling
Jumping
Map
Enemies
Flying
3D Pathfinding
Grounded
Navmesh Navigation
Docile
AI Interactions
Friendly Player Interaction
Food
Hunting
Nesting
Trapping
Pack Interaction
Combat
Reaction To Light
Fire
Attracted To Players with More Relics
Player Detection
Hearing
Angle to player based on Sound in Radius and Distance
Scent
Player Distance and Player Past Location
Sight
Touch
Feelers or Webs, etc
Discovery
Excavation
Relics
Equipment
Augments
Equipment Buffs
UI Elements
Weapons
Weapon Parts
Involuntary Relics?
Lures
Areas
Chemistry
Flora/Fauna
Crafting
Effects
Reactions
Stealth
Small Crevices
Behind Obstacles
Line of Sight
Equipment
Customize UI
Depth Gauge
Status Bar & Timer
Body Condition
Temperature
Danger Level
Stealth Meter
Wind
Compass
Scent Trail
Represented as Footprints
Sound
Augmentation
Faster Movement
Stamina
Fall Damage Mitigation
Reduce Ascension Curse
Grapple Distance
Health
Damage Mitigation
Combat
Ranged
Melee
Excavation
Pickaxe
Brush
Chisle
Interaction / Move Rocks
Bombs
Repair
Other Weapons
Weapon parts
Lantern
Balancing
Finding Relics Vs Escaping
Combat/ Self Defense
Dodging
Attack Cooldown
Health
Weapon Durability
Rogue-like
New Character if Dead
Money Persists to buy Equipment for new Character
Research
Unlock Equipment
Reduce Costs
Perks
Family Lineage
Money Passed Down
Body Retrieval
Return Items
Life Time?
Passed Down Items Gain Effects?
Levels Change over generations?
Not Harder, just different
Enemy Appearances (I.e Monster Hunter)
Different Flora
Relic Discovery Rate
Camera
Take Photos
Gain Experience
Document Journey
Sell for Money
Survival
No Hunger or Thirst
Distracting for Player
Eating and Drinking provide Stat Boosts
Weather
Temperature
Wind
Sleeping
Only Stat Boost
Environment
Toxins
Corrosives
Open World
Deeper = Harder & Challenging
Early Areas Adopt New Area Challenges
Less Concentrated
Keep Old Areas Fresh
Difficulty Soft Gate
Experience Soft Gate
Temperature
Enemies
Environment
Platforming
Scout
Fast
Environment Navigation
Can't excavate or Research
Draw Map for Player
Die or Escape
Death = gone
Survive = Available for Later
Equipment based Exploration Rogue-lite experience
Discovery
Always find new things
Overcoming Fear to find new
Exploration
Dangerous / Uninhabitable Areas
Old Areas are Still Interesting
Fear Of Height
Imminent Death
Easy to fall
Prey
Player isn't a fighter
Player can Fight if Necessary
Fear of Predators
Player is Hunted
Fleeing
Reference
Made In Abyss
Monster Hunter World
Breath of The Wild
Conan Exiles
Spectrobes
Worlds Adrift
Questions
How Might We Make Old Areas Fresh?
How to keep players playing indefinitely?
What are all the things that make exploration unique?
Prototypes
Grappling Hook Navigation
Find Stuff Worth Money
Explore using Grappling Hook
Die if Fall
Max Fall Distance using Speed/Time Tracking instead of Physics