This is best read with good knowledge about the game Rain World, such as the broad story and general gameplay.
A Rain World mod which adds a more traditional campaign with worlds and levels. Each level would be a few screens large, have an entrance and exit and have different set goals
Story
Warning: Very heavy story spoilers for Rain World!
While I was brain-storming and fantasizing about this absolutely overambitious mod, a story - probably flawed - slowly formed itself in my mind.
The reason the world is set up so arbitrarily into neatly ordered levels was because the world is a simulation created by an iterator
Once you'd beat arcade mode, you're able to get out of the simulation and get to talk to the iterator which would give a temporary mark of communication to then communicate with the player.
If you managed to beat Arcade Mode as the Hunter
I am very pleased that this story that just kind of came from out of nowhere fits so well with at least part of the official lore
Music
One fun thing to think about is the music system.
The idea is that since arcade mode is more fast paced, music would play constantly in the form of very layered music, similar to threat music. However, unlike threat music, there would be more layers, with some being in different styles like being ambient/ambience, emotional or calming to give a bit more variation to a track. Each level could have a configurable base set of these layers
Since people will probably be spending hours inside a world, it should be important to make the music able to be listened to for a long time. Ideas to accomplish this are:
- Create up and downtime by playing action-rich and calming music
- Make multiple, different sounding melodies/parts/song that fit weirdly well together, but still have a different mood
- Include some randomization of what layers to play when entering a level/dying a certain amount of time/spending 5 minutes on a level/have the music loop once
Other music-related notes/ideas:
- Having two different leitmotifs in a world as you explore a mechanic/enemy/environment, and having these leitmotifs play together once both mechanics/enemies/environments are there at the same time
-
It feels like having longer tracks
(~5 minute-ish) is better for loopability, but harder to make work since it requires more care put into each layer so that every section of every layer fits well together.
Random Notes!
- One region's idea I especially like is the idea of an iterator who's inner place is designed to look like outer space since iterators generally have zero gravity inside them. It's just a cool visual idea.