Hollow Shores

A Fan-made Sea of Thieves map and scenario

Intro

Hollow Shores Island

The core goals of this project was to design a generic (non-Fort, non-Outpost, etc.) Island level from the game Sea of Thieves and to make a blockout of the layout, a concept for a Rock Monster enemy, and a Tall Tale (a linear set of challenges and story) that takes place on the island that introduces the Rock Monster to players.

This document is divided into three major sections: a overview of the blockout’s layout and general features; The Rock Monster’s concept, design, and mechanics; and a walkthrough of the Tall Tale. At the end of this document I shall share some of my ideas for further iteration of the Hallow Sands level beyond my goals with this project.

Walkthrough of the main Tall Tale path (see below for more detail)

Layout Overview

Hollow Shores is a medium sized, flat and sandy island with one big rock visible from everywhere on the surface and the ocean. Hollow Shores may be mostly a big sandbar, but underground there are geysers, rivers, and tunnels.

The island would have many of the typical points of interest found throughout the Sea of Thieves, such as pirate campsites, ancient paintings, and ruins of pirate and ancient constructions. Some notable POIs include a collection of ruined, stone foundations; a cobbled together, wooden shack; a big painting half buried in the sand; and a staircase down into the stone basin of a geyser.


Rock Monster

The Rock Monster is a new large creature in the Sea of Thieves akin to the existing Kraken and Megalodon. 


The Rock Monster would come in 4 major types, with the boulders making up their bodies matching the 4 regions of the Sea of Thieves. The model and animations for each Rock Monster would be procedurally generated when it spawns. Each limb is made of two or three boulders, whose model and animation bones would be chosen at random, leading to each Monster having different proportions. The Rock Monsters’ head would also be attached at a random angle onto the torso boulder, making some Monsters hunched and some straight-backed. 


Despite being made of stone, in the narrative the Rock Monsters started out as regular cursed skeleton pirates. As such, there are several skeleton motifs throughout their design (to varying extents dependent on the procedural generation). The head however, is always skull looking. 

Rock Monsters could utilize the existing NavMesh for land based enemies, or alternatively use a procedural movement system in tandem to their procedural animations. The Monster would move by stepping onto pre-placed nodes around the islands. The Rock Monster will alternate which foot he steps with and will pick a nearby node to move it too, prioritizing nodes with entities to stomp on.  


In addition to stomping on players, the Rock Monsters' other main form of attack is to pick up boulders from the dirt and throw them at player ships. This functions similarly to the volcanic rocks in the Devil's Roar. 

The Rock Monster is intended to be a ship combat encounter. Players will circle the island the monster is on (or wading around) and fire cannonballs at it from the boat. The head is the weak-point and is the only part of the monster that will take damage from pirates' handheld guns. In addition to dealing damage to the Rock Monster's overall health, attacking the arms and legs repeatedly will break them. Breaking the arms disrupts the monsters' rock throw attack, giving pirates a brief respite. Breaking the legs impairs the monsters' movement, making it an easier target for further attacks. 

Tall Tale

The Tall Tale that takes place on Hollow Shores is a puzzle-platforming mission along and below the surface of the island. It the culminates in a combat sequence against a horde of skeletons in a fight that also doubles as a way for players to learn and experience the new Rock Monster enemies. Thematically, players are helping an NPC who is dabbling in mystic arts in order to make a golem to fight skeletons with. Various parts of the Tale are left vague to accommodate different methods of integration with Sea of Thieves lore. For example, the enemy skeletons in this Tale could be Flameheart aligned, Greymarrow aligned, Gold Horder aligned, etc. Details like these can be modified to better blend the island into the world.

The Tale starts with players meeting up with the Alchemist NPC in their shack near the center of the island. The NPC explains what they are doing and why they need the player’s help. Optionally there could be an additional step in the Tale here that sends player off to another nearby island to pick up an extra ritual ingredient.

Next, players make their way through the island’s caves to the special, ancient ritual site. The cave system is a series of spatial awareness puzzles and small combat encounters. The puzzles feature a new interactable object: a winch with a wooden handle at the end of the rope. When players interact with the winch, they have to walk backwards in order to pull the rope.


This winch is introduced with a simple door. Players see the door, then find the winch, which opens it. Players have a view of the door while pulling to see the effects.

The next room has a door and winch, but this time a bridge needs to be lowered so there is space to pull the winch. If players attempt to use the winch without the bridge, they fall off a short ledge and let go of the winch’s handle, resetting it. Players must find the mechanism that lowers the bridge while being attacked by skeletons. Optionally, players can cross the bridge before it’s lowered to take another path to bonus treasure (etc.). Once player’s open the door, the skeletons stop spawning which encourages players to move on to the next room.

This room is a much larger cave and makes up the majority of the puzzle segment of the Tall Tale. The large chamber, however, is divided up into 3 sections by ramshackle, wooden walls. The middle of the cave and across the 3 sections is a pool of water that is deep enough to swim in the center. When players enter the first section, they immediately get a view of two large doors (one in the wooden wall and one in the side of the cave) and one winch. players cross the water to a raised platform on the other side and see that the winch is again too close to the edge of the platform to use correctly. However, skeletons spawn further along the ledge, which draws players’ eyes to a second winch. This winch opens the door in the wooden wall.

The second section introduces a new mechanic for the winches: you can use a harpoon to pull them. The section features a winch on an inaccessible ledge. There is a harpoon on a platform across from it that player use to interact with the winch, thus opening the next door in the wooden wall. Additional skeletons can spawn to disrupt players using the harpoon.

The last section of the large cave room features another door (in the cave wall) and winch on a ledge, but this time there is a harpoon rowboat in an alcove in the back. Players must row the boat into position to use on the winch. The door only leads to a dead-end room (with treasure), however.


The real puzzle is that players must remember the unopened door they encountered at the beginning of the big room and realize they can row the boat back through the two doors in the wooden walls in order to open it with the harpoon.

The last room has two doors with ropes that lead up through holes in the celling and outside. Players head back outside and find two winches on a small cliff facing the sea. If players had stumbled upon these earlier, they would not have known how to interact with them, but now that they learned how to use harpoons on the winches, they know they can use their ship’s two harpoons to pull the winches.

Passed the last set of doors and through a tunnel is a small ritual chamber. Here the alchemist NPC is waiting. On a table in the center of the room is a humanoid shaped pile of rocks, minus the head. Players initiate the ritual by interacting with the NPC (e.g. giving the NPC the last ingredient). The NPC starts the ritual by placing a skull on the table where the rocks’ head should go. After a bit of magical flourish, the skull snaps into position against the wall or ceiling and the whole room begins to shake.

The ritual room is actually directly underneath the big rock at the center of the Hollow Shores, and now that rock and a few other boulders nearby all stand up together as a giant Rock Monster with the skull as it’s head. This also opens the ceiling of the ritual room to the sky and creates a path back out to the surface. The NPC celebrates their success as they and the players climb out onto the shore. Players get to run around the Rock Monster and get a good look at him while the Monster get accustomed to his new body.

After a brief period of calm, skeleton ships burst out of the water off shore and skeletons start swarming the shore. An enemy skeleton captain/lord has been spying on the alchemist NPC and is now here to steal the ritual’s recipe. This combat’s main purpose is to demonstrate the Rock Monster’s abilities in an interesting way, but also in a safe way for players as this Rock Monster that they summoned is on the players’ team. The Monster can stomp the hordes of skeletons to defeat many of them at once. The Rock Monster also picks/digs up rocks from the ground to toss at the skeleton ships.

The players’ ship is incapacitated during the fight so they can watch the Rock Monster’s actions. One potential way for the boat to be stationary is for the skeletons to shoot "Anchor Ball" type cursed cannonballs at it as they appear.

The mission ends with the captain ship getting a barrage of shots onto the Rock Monster’s head. Defeated, the Monster “happens” to fall back into place right where the boulders started: blocking the hole to the ritual room, resetting the island.

The captain has stole the ingredients/recipe for the ritual! This can be explained through dialogue from either the skeleton captain as they leave, or the alchemist NPC. Maybe he runs back to his shack and finds stuff missing. After players finish the conclusion dialogue, they receive their mission rewards and the tall tale ends.

Further Iteration

I have been working on this project on and off for a while now (the initial ideation was before the Sea of Thieves: A Pirates Life update in June 2021) and I think it’s time to move onto new projects. However, I do want to compile a list of ideas, features, and other points of future improvement. This is to acknowledge aspects of the project that would still need to be worked on for a hypothetical release, as well as to give me ideas of things to add to the project should I come back to it later. This list is in no particular order.

Images


Screenshots of the creation process over time.