Note: I made this very same post in the Suggestions thread, yet I fear that this writing in particular would simply disappear in between the flood of constant ideas in that thread. --Not that I value my opinion more highly, I simply desire us as the community to discuss these as possible design concepts for the game. I feel that we can work something out in extensive conversation. Apologies for typos. :) The post:
"This game is a great step in a the direction of survival gameplay. It's unique, you don't have to spend a lot of time to scavenge stuff, and then spend a lot of time to craft it. Everything comes towards you, and that keeps a flow. You get to reanact that "stranded in the ocean" fear.
Now I understand this is a game in the making. Although the game would be AMAZING with multiplayer--that's not what I want to throw in. I'd also like to apologise in advance if I sound like a demanding know-it-all smartypants.
FAULTS OF THE INTRODUCTION -- HAVE MORE LOGICAL EXPLANATIONS.
The start, obviously, lacks in introduction. We just land on a piece of wood. And then stuff flows towards us. OKAY, but how? I'm not suggesting a compelling Oscar worthy story--but it would be nice if we see ourselves trying to survive in the ocean after a shipwreck of some sort. This would also explain the constant flow of supplies for example. I understand this is a game in works, but this can be worked on.
From this concept: Let us assume our player is a survivor of the shipwreck. Why did the ship go down? Again, I'm not suggesting a complicated storyline. But lets say you sunk in some place like the Bermuda Triangle, Somewhat resembling it at least.
SHIPS: In time as we progress, we would see other ships in the horizon. But due to the Bermuda Triangle theme, disaster happens and that other ship goes down. It causes drama and horror with the player, and also gives an excuse to exert more supplies to the player.
MANUALS FOR CRAFTING AND REALISM
The character opening this "How to survive by yourself" manual would explain why the character has a vast understanding of crafting. He/She would open it every time He/She attempts to craft. It would add nicely as a detail. Your call, Devs.
From this concept: As the player progresses, the player will be able to obtain more unique manuals for cooking, weaponry, crafting, and architecture.
SHARK BUDDY -- EVERYBODY LOVES HIM
Please, oh please, add a cutscene of some sort for when the shark enters the waters.--It just appears out of the blue... And not in a menacing way, it just asserts itself in. We should have our player react to it with some voice acting or some music. #LoveForTheShark
I would value and urge you, the Dev's to implement such keen details. It would ensure a staple of glory and care to a game that's already headed to success.
CONCEPTS OF CRISIS -- BOSS BATTLES AND BOOTY FOR HARDCORE PLAYERS.
I recall reading weather changes that will be implemented. Surely this would make the gameplay ooze with more quality as there will be more challenge. What I can add to this is:
When the player reaches a high level of structure on His/Her Raft Structure, possible boss battles could happen. Such as: (Please take with a grain of salt. Perhaps they might be TOO ambitious. )
Using a slingshot to shoot incoming pre-war naval sea-mines.
A giant octopus battle.
A great white shark battle, constantly attacking the raft. (Possible reference to jaws?)
A school of shark immigrating and attacking your raft.
A jellyfish infestation which opts out you even THINKING of entering the water.
A fire caused from lightning.
A cyclone closing in from the horizon, forcing the player to sail a course to avoid it.
EASTER EGGS -- BECAUSE REASONS.
Mermaids...
Sea Lizard Monsters... (Perhaps another boss battle? )
Ghost Ships...
Hallucinogenic ocean fruit... (???)
UFO Wreckage... must I say more?
(NOTE: I am not saying that we should make aliens a part of the game. But it could be cool as hidden stuff. Cue X-Files theme. )
EXPLORATION -- THE ENDLESS HORIZON
Now I know the Dev team already have their inbox full of requests. This being the "multiplayer idea". Maybe it's too much. And it's hard. OK, understandable. The bugs in multiplayer would possibly be a nightmare anyways... But if this game is keen on being single player, why not have the player be able to see some very small islands in the distance, and have the player sail his raft towards it? Maybe he could find some old pirate treasure, a sword possibly.
Ya'll have a pretty sweet game. Awesome work! Cheers. "
Now for some conversation starters!
For the community,
-What do you think does and does not work with the list of ideas? (I understand that these may be a bit too ambitious for a game that is in it's early stages of development.)
-Where do you see the game in a couple of months?
-How did you come across the game?
For the devs, here are questions I want to raise to understand the foundations of the game.
-How did you, the developers, come in thought to develop this game?
-For how long does the Dev Team think on developing the game? Will it be continuous with constant updates?
-What is the ambition for this project?
-Does the Dev Team think embark on any other projects after RAFT?