Thursday, March 21, 2019

(SPOILERS) A few random ideas that I had for the game

Hey, all! I've lately noticed this community is really receptive of fan content, and I love to think about things that I'd like in future DLC when I finish a game. As we all know, there's no more DLC for Hollow Knight, and content made for this game probably isn't compatible with Silksong, but I figured there'd be no harm in posting my thoughts here.

Boss: Fool Architect

Lore: The Fool Architect would answer a question I've had for a bit: who makes all this standardized, unique armor for the Fools? They're all similar, and the bugs they have there also seem to have armor (as opposed to Aspids/Primal Aspids which seem like evolution). So the Fool Architect is the bug that provides the Colosseum with resources. She resides in a secret cave above the back of the Colosseum, in a large workshop with everything necessary to mass-produce things. She's one of the oldest bugs of Hallownest and also slightly crazy, carefully using the infection to make the fighters stronger. The entrance to her workshop requires the Trial of the Fool to have been completed, so that the player can see the God Tamer go there to repair their weapon after the fight, and thus discover the secret exit. After defeating the Fool Architect, she offers her service to the Knight, and allows them to customize their helmet and cloak color/shape.

Location: The Fool Architect resides in her secret workshop above the back of the Colosseum, behind a breakable wall only accessible once the God Tamer has been defeated. It begins as a vertical shaft, which turns into long tunnels that zig-zag upwards, filled with Fools and armored bugs. Vats of acid water, large (but rudimentary) machines, and soul containers make for some challenging platforming. Her workshop consists of a wide room with a low roof, including a small pool of lava in the middle of the room (acting as a forge). The background contains many piles of Fool equipment, as well as the bodies of previous champions and adventures who found their way there.

Appearance (can't draw, sorry): The Fool Architect is a termite wearing light armor. She's about as tall as the God Tamer and colored light yellow. She wears an intricate red helmet similar to the Fools' helmet, as well as two leather strips across her chest that hold up her tools. Her bottom two hands are covered in red gloves to help her handle the forge, and many tools (a saw, a hammer, etc.) are strapped around her belt. Her abdomen is covered in light spiked armor for defense. She wields a large buzzsaw that requires two hands to hold as a weapon.

Hunter's Journal: The secret mastermind behind the Colosseum's inner working. Not a great fighter, but can use her tools to defend herself. | The knights of the Colosseum are not bright enough to fight using their wits and bodies, so they depend on others to provide them with the means to hunt. Pitiful.

Health: 650

Attacks:

  • Hop: The Fool Architect hops around the room two or three times to reposition.
  • Saw Charge: The Fool Architect runs forward, holding her buzzsaw out, and slashes it upward when she reaches the Knight or is below him.
  • Rod Toss: The Fool Architect jumps toward her Forge, dips a stack of metal rods into it, and quickly throws four at them, loosely tracking the Knight. These stick to the walls/floor for a second and deal damage upon contact.
  • Experimental Ride: The Fool Architect sticks her buzzsaw on the ground and jumps on top of it, riding it around the room. As she does so, she throws wrenches at the Knight, and the attack ends when she hits the wall and falls off, with a moment of vulnerability.
  • Nail Novice: The Fool Architect takes two nails from one of the shelves, running at the Knight and slashing wildly. This is similar to Grey Prince Zote's Nail Slash attack, although she does not trip upon finishing it and instead discards the nails. She can also jump while doing this and angle her nail slashes upward to reach the Knight.
  • Backup: The Fool Architect whistles, and two Fools jump out of secret wall panels. These can be any type of Fool.
  • Lava Fountain: The Fool Architect throws an experimental capsule into the forge, causing the lava to flow upward and throw blobs that deal damage constantly for a few seconds as she either continues fighting (if she is on the same side of the arena as the Knight) or laughs (if she is on the opposite side, as the room cannot be crossed).
  • Mask Slide: When her health reaches 0, the Fool Architect will fall to the ground, immobile. After a moment, however, she'll suddenly jump into the background, on top of a large pile of Fool masks, and cause a landslide. The player must slash downward to pogo off the masks, as they deal damage upon contact. The Fool Architect will repeatedly surf by on the masks, waving her buzzsaw above her. A single hit will knock her out of this state, finishing the fight.

When the battle ends, the Architect will get up and dust herself off, strapping her buzzsaw to her back. When talked to, she will express admiration for the Knight's fighting style and ask to use him as a mold to make better masks. From that point on, the Fool Architect will be available to change the helmet and cloak shape (based on specific Hunter's Journal entries being unlocked and story progress), as well as cloak color (based on bosses defeated).

Boss: Void Lord

Lore: The Void Lord is an infected Kingsmould that can be found hidden in the King's Palace. It is a failed experiment, as the void inside the armor was too wild to be contained. The Void Lord is a possible explanation as to why all of the Kingsmoulds leading into the Pale King's throne room are dead (perhaps the Void Lord absorbed the Void inside them? Perhaps the Void inside them ran away to join the Void Lord? Who knows?), and also shows how crazy Void can really be. It also partially exists to make the White Palace a more interesting area.

Location: The Void Lord is behind a secret door in the King's Workshop. The door requires the Kingsoul or Void Heart to open, as it is the King's more-private room. It will be resting on the wall, strapped to a table, but will break out of its restraints if a button next to it is pressed. The arena is a simple room with a tall roof, and once the Void Lord's health reaches 50%, with spikes that appear on the walls every few seconds, and vanish after some time.

Appearance: Very similar to a Kingsmould, but with a few key differences. It is much taller than a normal Kingsmould; the Knight's jump will take him to eye level. Its design is also slimmer, and its armor is rusty and cracked. Two of the three spikes on its helmet are broken, giving it a single horn. Its feet are adorned in heavy boots, and the armor plates around its waist are rounder and have large spikes in the middle. Its chestplate is taller, but roughly the same. Their blade now has three claws that branch off of the base, and is much longer. Its most distinctive feature, however, is the Void inside it; it's leaking out of its face, running down its chest and waist, dripping onto the ground. Void tentacles grip onto its shoulders, arms and chest, and its eyes are constantly moving inside its head.

Hunter's Journal: An experimental Kingsmould overrun by a mysterious force. The energy that resides inside it gives it a will to fight unlike any other. | The creatures that inhabited the King's guards were disturbing, but the ones that rest deep within his castle make them seem like newborn flies. Be careful of the dark corners you explore.

Health: 1500

Attacks (note: this boss deals double damage. The Knight will respawn at the entrance of the workshop when killed):

  • Walk: The Void Lord will walk backward or forward. It does not need to stop to prepare an attack, so caution is advised.
  • Slash: The Void Lord slashes at the knight, covering a long range. It can slash up to twice, but will never do so if the Knight is too far away.
  • Boomerang: The Void Lord throws his claw-blade, and it archest quickly toward the Knight. It will bury itself on the floor, and after a few seconds, it will shake briefly return flying to the Void Lord.
  • Void Tendrils: Void Tendrils escape from the Void Lord's face, damaging anything directly in front of him.
  • Void Slam: The Void Lord draws his arm back, and then lunges forward, slamming the ground. Balls of hazardous Void fly from him.
  • Transformation: Parts of the Void Lord's armor are destroyed as the creature inside it tries to break free. Happens at 66% and 33% health. First, its left arm explodes, revealing a long Void tentacle. Second, a hole in its chest is open, causing more Void to leak and creating an active hitbox in front of the Void Lord in the form of a constant fountain of Void. (attacks only done after a transformation will be noted as T1 and T2)
  • Void Wrap (T1): The Void Lord attempts to wrap its arm around the Knight by swiping it at them.
  • Claw Whip (T1): The Void Lord grabs his blade with his tentacle and whips it above his head, reaching down to the ground and quickly moving toward the Knight. Requires a wall-jump or Shade Cloak to avoid.
  • Waterfall (T2): The Void Lord shoots a stream of Void from its chest. A pool of Void forms on the ground hit, disappearing after a moment.
  • Void Throw (T2): The Void Lord reaches inside its chest and hurls balls of Void at the Knight.
  • Last Stand (0% health): The Void Lord stabs into its chest with its claw blade. Droplets of Void fly in all directions as the armor begins to shatter, and after a moment, the creature inside drops to the ground. It looks like the creatures inside a Kingsmould, except much more volatile and with Void swirling around them.
  • Crawl (0% health): The creature crawls away from the Knight, wailing. It still deals contact damage, but it only has 50 health.

After defeat, the creature will melt into the floor, and a secret wall will open. Inside will be a new charm.

Voidblood

Notches: 3

An amulet used to strengthen the knights of an ancient palace, but that proved too strong to control. Strengthens the dark energy that swirls inside its wearer.

Details: Increases the damage of every Void-based attack (upgraded spells) by 33%, and reduces their SOUL cost by 50%. However, it causes the Knight to lose two masks of health.

Interactions: N/a

Side-Quests: A Tamer's Apprentice

If the player descends to the lowest level of Kingdom's Edge after defeating the Trial of the Fool, they may see the God Tamer and her beast falling slowly in the background. However, when they are almost at the bottom, a shadow swoops by and vanishes with them. From that point on, a breakable wall near Bardoon will be available. Inside is a short corridor leading to a large cavern. In this cavern, the God Tamer cares for her beast (which now no longer has its mask), and a large Belfly watches over them. Interacting with the God Tamer reveals that she is getting too old to tame more beasts, and has decided she needs an apprentice. From now on, the God Tamer will reward the Knight with charms depending on their Hunter Journal entries.

Hivemind

Notches: 4

Drains the SOUL of the wearer to summon help through teamwork. The assistants are weak, but can swarm their enemies.

Details: Uses 15 SOUL to summon 1 Hiveling. The Hiveling deals 6 damage per hit, and can take one hit before dying. Max of two Hivelings.

Interactions: Hiveblood will allow the Hivelings to regenerate health over time, at a rate of one mask every 15 seconds. Fury of the Fallen increases Hiveling damage to 10.

Hunter's Journal: All entries unlocked for Hiveling, Husk Hive, and Hive Knight.

Teacher's Mark

Notches: 4

Mysterious charm developed by a curious scientist who hid in the foggy areas of Hallownest. Transforms the Howling Wraiths and Abyss Shriek spells into two unstable Oomas.

Details: Summons two Oomas that float up and down when using Howling Wraiths or Abyss Shriek, and removes the normal hitbox. The Oomas will always target what hit them, unless it was the Knight, in which case they target the nearest enemy. Each Ooma explosion deals 10 damage on contact and 50 damage on explosion.

Interactions: Shaman Stone will spawn a third Ooma. Sharp Shadow makes the Ooma's core pierce through opponents, possibly allowing for more than one target hit.

Hunter's Journal: All entries unlocked for Uoma, Ooma, and Uumuu.

Beast's Mark

Notches: 5

Mysterious charm claimed by the queen of a faraway village. Revives slain opponents to help its bearer.

Details: When an enemy is killed, drains 30 soul and revives them. They behave the same way, except they target other enemies around them. This enemy has 20% extra movement speed, but only has two masks of health. Can only revive an enemy once every ten seconds, and once an enemy is revived, any live minions will die. Dead minions do not reward Geo.

Interactions: Defender's Crest's effect also applies to minions. Lifeblood Heart and Core add one extra mask (they do not stack). Grubsong restores 7 SOUL when minions deal damage. Sprintmaster adds an extra 10% movement speed to minions.

Hunter's Journal: All entries unlocked for Corpse Creeper, Wandering Husk, and Stalking Devout.

Watcher's Mark

Notches: 4

Mysterious charm found by the watcher of a skyhigh tower. Concentrates energy into harmful spells when powerful attacks are enacted.

Details: When using Greatslash, a ball of energy similar to that of a Soul Warrior is shot forward, lightly homing toward the nearest target. This ball deals 75% of current Nail damage and disappears after hitting an enemy, hitting a surface, or being spawned for over three seconds. Only shoots a ball every four seconds. This charm also has the added effect of making city guards in the City of Tears (not the Royal Waterways or Ancient Basin) be passive toward the Knight unless provoked, similar to Hiveblood.

Interactions: Fury of the Fallen increases orb damage to 90% of nail damage. (which equates nail damage at lower levels). Heavy Blow increases the knockback of the orb. Sharp Shadow allows the orb to pierce through enemies, and it will then target a new enemy.

Hunter's Journal: All entries unlocked for Husk Sentry, Soul Twister, and Watcher Knight.

Now, for three assorted new charms:

Nailmaster's Defense

Notches: 2

The symbol of a Nailmaster's reflexes, wit and skill. Allows the bearer to damage their foes when parrying their hits.

Details: When an attack is parried (hitting an opponent's attack, as long as it is based on a blade), the opponent receives 100% nail damage and is pushed back. This also briefly stops time, only for a moment, so the player has just enough time to register what happened.

Interactions: Stalwart Shell increases the time stopping duration. Nailmaster's Glory increases the damage to 150%, and Nailmaster's Defense also increases the damage of Nailmaster's Glory Nail Arts by 50%.

Mosscloak

Notches: 3

A cape carefully sewn, made of moss and leaves. Camouflages whoever wears it if they can stand unmoving for long enough.

Details: If the Knight stands still for over 1.5 seconds, they become partially see-through, and enemies cannot see them until they move again.

Interactions: N/a

Cliffmaster

Notches: 1

Created by the dying wishes of a falling bug, it brings about a strange sensation of vertigo. Bearing this charm increases the mobility on walls and cliffs.

Details: Increases the horizontal and vertical length of a wall jump by 25%, and decreases the sliding speed by 25%.

Interactions: N/a

That's it! I hope my ideas have brought you some entertainment or inspiration.



Submitted March 22, 2019 at 02:51AM by Euroliis https://ift.tt/2Fsf19Z

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