this post was submitted on 28 Mar 2024
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Seems interesting. I can see the argument for any option, but I think what would be most interesting is to see which one would introduce the most unique gameplay that isn't already present in the base game. And for that, I think I'd lean towards the second option.
I've always been a fan of the idea of a truly dynamic landscape, where if you visit the same location at 2 different times, the location would look different. Trees might have grown or died, flowers spread on their own, sheep hunted to extinction by wolves. That kind of stuff.
It sounds like the second option is most similar to that idea, where the infection spreads on its own. Though, you may have to do some balancing to make sure that the infection doesn't just spread through the entire world and that the other "biomes" have a way of reclaiming lost land
The initial design of the red weed would require contaminated soil or a tree/large mushroom to grow on. So the player would either have to be the one to contaminate the soil to farm it or allow it to spread through very densely packed trees that physically contact one another likely again requiring the player to set up the conditions for that spread to happen. I thought of letting it just spread without those conditions but I think it might be better to have it only spread because of something the player did so it doesnt irreversibly destroy the whole continent it is introduced to. But... if it spread slowly enough, it could still be contained at almost any stage of that infection.
Maybe add a weaker version of the red weed which doesn't spread and already generates, then add a version which the player can make spread?
I added structures that contain liquid blood as decoration/ambiance and pools of blood in the nether dimension variants (there are 3 in total: caves, surface and floating islands) so that could corrupt soil which then corrupts the red weed to make it spread like a disease. All 3 of these would be from different dimensions and would never interact without the player's purposeful actions.
The corrupted red weed would spread a carpet over grass etc. that would occasionally spawn more red weed like mushrooms do. Destroying the carpeting would be easy and because it isnt converting the grass blocks, it isnt actually destroying anything other than the trees/mushroom blocks that it consumes. OR I could make it merely generate red vines that cover them.