Ideas for Underground Game

I am making a game that is set underground. It’s kind of a dungeon crawler, but focused on exploring mines and other places. Need some help forming ideas for mechanics and levels. Here are some:

Fallout Bunker (most likely from Fallout 3)
Trial Chamber
Deep Dark
Volcanic Area
The Core

Mining mechanics
Multiple endings (Find Exit, Find Gold/Diamonds, Mine to other side of earth, etc.)
L.O.R.E (Still working out beginning, but some secrets would be fun)

This is not season pass, so please don’t put in dialogue options. Anything helps, so feel free to share any mechanics, story elements, or anything else you think would be good to be in game!

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First of all, is this top-down (like Fishtopia, Tag, e.t.c), or is this a platfortmer (like knockback, Don’t Look Down, e.t.c)

Whare are these? Once I know I’m more than happy to help with mechanics and stuff.

Do you already have these, or do you need help making these too?

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Sorry! this is my first post. Thank you so much for responding! I have some ending ideas, but a few more would be nice. It was originally going to be top down, but a platformer would also work nice! I do need some help with some mining mechanics, though.

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Sorry, I should have been clearer. While it would be nice to have it as a platformer, a top-down would work better for this adventure like game.

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Mining mechanics should be able to break some stone walls, but not drop them. It could have a tier-system in which you need different pickaxes to dig stronger materials.

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If nobody on the forums posted this wouldn’t be… a very good forum lol. Happy to post (PUT OFF SCHOOL :D)

There are your basic starting mining mechanics, which are pretty simple (dynamic terrain + a pickaxe). As a bonus, you can put some vending machines for pickaxe upgrades, cash, or whatever else you can think of (spending the terrain you mined). Note that Dig It Up, the official Gimkit mining game, is a platformer, so a top-down mining game will be different than what players are used to, which could be either bad or good.

You can also sprinkle in NPCs throughout the mining map. Use a sentry, because characters are season-ticket only. If you want the sentry to NOT fire at you, either place an invisible barrier device around it, or set the team to Team 1.


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Yes. If you break walls you don’t get stone. It would not be good to have players be able to place stone and softlock themselves.

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You can use these lil guys


with damage on

Note that you may need to use a lot of these if you’re gonna use this method. But you can also just use dynamic terrain and have the player be equipped with anything but a pickaxe, and they won’t get the dynamic blocks from it.

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Might also need a name (Probably a pun with Mine or Dig in it)

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Some Ideas:

Digging it
Mine-Blowing
Right Mine-Set

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That could be interpreted incorrectly…

I’m HORRIBLE at coming up with game names lol, but will brainstorm mechanics!!

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Hmmm lemme think, but that name is funny

Escape the Mines

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I think mechanics are good for now. I’m gonna go work on the basic mine/hub section. Feel free to post while I do some work!

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I think there is an option in map options that lets dynamic blocks not break

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I’m having trouble making the tiered pickaxe thing. Thanks Hdangerzones for the wall suggestion! I was gonna do a checker to set the health back to normal if you don’t eliminate it with one hit. Are there any other options?

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umm just make it possible to buy stronger pickaxes with vending machines, that way its easier to break tougher materials like diamond with better picks

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{:pick::gem_stone::money_bag:}
rare dig it up badge!!!

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For the mining mechanic have a checker that every second, checks what tier of pickaxe the player has, it then sets a number property to a number from 1-5 (to represent common-legendary).

Then get another checker that every 0.1 seconds checks if the player has any dynamic block in their inventory, then if the player does it sets another number property from 1-8 (to represent dirt-diamond) and it activates a trigger.

The trigger checks what tier of pickaxe the player has and what the highest dynamic block the player has is, if the dynamic block the player has is better then the pickaxe then it deletes the block.

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I believe (I haven’t tested) but you should be able to place a zone with resource drop off but if that doesn’t work than have a repeater with a item granter and make the repeater everlasting on 0.5 intervals and the item granter to -99999999999999 so that as soon as they pick it up its gone. hope this helps and others might be able to smoothen out the idea.

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Ahem,

Level Ideas

Fallout Bunker: Tight corners, rust, locked seel doors, and radiation hazards.

Trial Chamber: traps such as arrow dispensers, pressure plates, and Rising lava.

Deep Dark: Stealth-focused, relying on sound-based enemies.

Volcanic Area: Destructible terrain where mining causes cave-ins, plus extreme HEAT requiring protective gear!!!

The Core: The final, high-pressure, high-reward zone with unique, rare ones.


Mechanics

Mining and Stability: use a Pickaxe with durability that can cause cave-ins if mining is reckless. Use supports to hold up tunnels!!!

Vertical Exploration: Utilize ropes and grappling hooks to traverse deep pits.

Environmental Hazards: Gas Pockets, and aquifers that flood areas.

L.O.R.E (No dialogue): Environmental storytelling, graffiti, and broken machines.


Secrets & Items (Just to make it more fun.)

.Shimmering Geodes: Rare, hidden behind (fake walls.)
.Ancient Ruins: Hidden, non-procedural, hand-crafted rooms with unique lore items.
.Abandoned Machinery: Old mining gear for enhanced mobility!


That’s all the ideas I have. Hope that works!

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I got a maze guide

It’s also ideas for games in general if you think about it

https://forum.creative.gimkit.com/t/maze-ideas-guide-the-scary-way/190294