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In ''[[Pikmin: Antarctic Survival]]'', '''DLC''' takes the form of various '''content packs''' which can be integrated into any game master's version of ''Antarctic Survival''. These packs range in content and scope, as they can be used to add nearly anything that the creator thinks of to the game. Most commonly, content packs contain one or more new creatures which are found in areas in the wild, battled and [[Pikmin: Antarctic Survival#Awakening|Awakened]], and then join the [[Diamond Settlement]] as new residents, as is the case with the game's unmodified creatures. Content packs can add all types of new content to the game, though, such as new baubles to collect, new Diamond Settlement buildings to construct, new areas to explore, or entirely new gameplay features.
In ''[[Pikmin: Antarctic Survival]]'', '''DLC''' takes the form of various '''content packs''' which can be integrated into any game master's version of ''Antarctic Survival''. These packs range in content and scope, as they can be used to add nearly anything that the creator thinks of to the game. Most commonly, content packs contain one or more new creatures which are found in areas in the wild, battled and [[Pikmin: Antarctic Survival#Awakening|Awakened]], and then join the [[Diamond Settlement]] as new residents, as is the case with the game's unmodified creatures. Content packs can add all types of new content to the game, though, such as new baubles to collect, new Diamond Settlement buildings to construct, new areas to explore, or entirely new gameplay features.


=Content pack creation=
==Content pack creation==
Creation of content packs for ''Pikmin: Antarctic Survival'' is as simple as coming up with whatever new features a creator wants to add, documenting this content and making descriptions, statistics, and information for it, and then using it in a game of ''Antarctic Survival'' or sharing the content to be used by others. In the case of sharing with others, the best place to share content is ''Pikmin Fanon'' itself, since it is a repository of fanmade Pikmin content. Articles on the wiki can be created for each content pack, and articles relating to individual features of the content pack can be edited to document features of the content pack that relate to the article.
Creation of content packs for ''Pikmin: Antarctic Survival'' is as simple as coming up with whatever new features a creator wants to add, documenting this content and making descriptions, statistics, and information for it, and then using it in a game of ''Antarctic Survival'' or sharing the content to be used by others. In the case of sharing with others, the best place to share content is ''Pikmin Fanon'' itself, since it is a repository of fanmade Pikmin content. Articles on the wiki can be created for each content pack, and articles relating to individual features of the content pack can be edited to document features of the content pack that relate to the article.


==New creature creation==
===New creature creation===
The most common feature added in ''Pikmin: Antarctic Survival'' content packs is the addition of one or more new creatures contained in a pack. A short tutorial has been provided on how to create new creatures for the game, and it is actually quite similar to creating a player character for the game, though without size and power limitations since these limitations are only needed for primary player characters to be well-balanced.
The most common feature added in ''Pikmin: Antarctic Survival'' content packs is the addition of one or more new creatures contained in a pack. A short tutorial has been provided on how to create new creatures for the game, and it is actually quite similar to creating a player character for the game, though without size and power limitations since these limitations are only needed for primary player characters to be well-balanced.
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;Coming up with a creature
;Coming up with a creature
The first step is to figure out what creature the designer wants to add to ''Antarctic Survival''. This can be any creature, though it should be one able to breathe the oxygen air of [[PNF-404]] and likely a creature which can be Awakened if the creature designer wants it to be able to become a Diamond Settlement resident. Creatures added in expansion packs can be additional members of an existing species already present in ''Antarctic Survival'' such as a new [[Red Bulborb]], official ''Pikmin'' series creatures which are absent from ''Antarctic Survival'' such as the [[Gildemandwee]], ''Pikmin Fanon'' creatures created by other users such as a [[Neutral Dweevil]], or entirely new creatures of the designer's own creation or even creatures taken from a different game, though in this case care should be taken to ensure the creature fits in a ''Pikmin'' setting.
The first step is to figure out what creature the designer wants to add to ''Antarctic Survival''. This can be any creature, though it should be one able to breathe the oxygen air of [[PNF-404]] and likely a creature that can be Awakened if the creature designer wants it to be able to become a Diamond Settlement resident. Creatures added in expansion packs can be additional members of an existing species already present in ''Antarctic Survival'' such as a new [[Red Bulborb]], official ''Pikmin'' series creatures which are absent from ''Antarctic Survival'' such as the [[Gildemandwee]], ''Pikmin Fanon'' creatures created by other users such as a [[Neutral Dweevil]], or entirely new creatures of the designer's own creation or even creatures taken from a different game, though in this case care should be taken to ensure the creature fits in a ''Pikmin'' setting.
;Detailing the creature
;Detailing the creature
Once the creator has figured out which creature they want to add to an ''Antarctic Survival'' content pack, they should then come up with a name and Awakened personality for their creature. A name for a creature in ''Antarctic Survival'' often relates to some quality or ability of the creature, or connects to some other idea relating to the creature. For example, a Red Bulborb can be named Carmine, after her red coloration. A creature's personality can be whatever the creator wants it to be, and it is helpful to look at fictional characters or even real people to come up with an idea on how the creature should act and speak. Before a creature is Awakened, its personality is not usually clearly seen, as it is still a wild animal at the time from the perspective of the Awakened creatures, but sometimes bits of the creature's personality can be seen even prior to Awakening. For example, if Carmine the Red Bulborb is shy and non-confrontational, she may try to flee from a group of creatures attempting to Awaken her, instead of engaging in combat with them.
Once the creator has figured out which creature they want to add to an ''Antarctic Survival'' content pack, they should then come up with a name and Awakened personality for their creature. A name for a creature in ''Antarctic Survival'' often relates to some quality or ability of the creature, or connects to some other idea relating to the creature. For example, a Red Bulborb can be named Carmine, after her red coloration. A creature's personality can be whatever the creator wants it to be, and it is helpful to look at fictional characters or even real people to come up with an idea on how the creature should act and speak. Before a creature is Awakened, its personality is not usually clearly seen, as it is still a wild animal at the time from the perspective of the Awakened creatures, but sometimes bits of the creature's personality can be seen even prior to Awakening. For example, if Carmine the Red Bulborb is shy and non-confrontational, she may try to flee from a group of creatures attempting to Awaken her, instead of engaging in combat with them. The creator of a creature for a content pack may also come up with a backstory for the creature, its place of origin, and others that this creature interacted with in the past, though this is not strictly necessary.
The creator of a creature for a content pack may also come up with a backstory for the creature, its place of origin, and others that this creature interacted with in the past, though this is not strictly necessary.
;Creature abilities
;Creature abilities
Creatures in ''Pikmin: Antarctic Survival'' have various attacks and combat techniques they can use in battle, as well as skills that they can use outside of battle. More information on skills is given in the '''Creature statistics and qualities'''
Creatures in ''Pikmin: Antarctic Survival'' have various attacks and combat techniques they can use in battle, as well as skills that they can use outside of battle. More information on skills is given in the "creature statistics and qualities" section. As for techniques in battle, these can usually be taken directly from the kind of creature being created. For example, a Red Bulborb will most likely have its bite attack, and sleep during the day when not in combat. However, creatures can have additional abilities that are non-standard for the creature type. Carmine the Red Bulborb may have a "dashing headbutt attack" similar to that of a [[Tusked Blowhog]], which is unique to her and not common among Red Bulborbs. In some cases, a creature can even be missing abilities which are typical of their kind, such as a [[Peckish Aristocrab]] character who cannot blow bubbles due to a genetic defect. Changing details up like this greatly helps to create a more unique and original creature character for a content pack. If a creature is completely original and not an existing ''Pikmin'' enemy or other established creature, the creator will have to come up with what the creature is capable of and skilled at, both in and out of battle.
section. As for techniques in battle, these can usually be taken directly from the kind of creature being created. For example, a Red Bulborb will most likely have its bite attack, and sleep during the day when not in combat. However, creatures can have additional abilities that are non-standard for the creature type. Carmine the Red Bulborb may have a "dashing headbutt attack" similar to that of a [[Tusked Blowhog]], which is unique to her and not common among Red Bulborbs. In some cases, a creature can even be missing abilities which are typical of their kind, such as a [[Peckish Aristocrab]] character who cannot blow bubbles due to a genetic defect. Changing details up like this greatly helps to create a more unique and original creature character for a content pack. If a creature is completely original and not an existing ''Pikmin'' enemy or other established creature, the creator will have to come up with what the creature is capable of and skilled at, both in and out of battle.
;Statistics and info
;Statistics and info
Finally, an ''Antarctic Survival'' creature should have documented statistics which preferably match the ''Antarctic Survival'' creature format and structure. To get an understanding of this format, it is best to look at the ''Antarctic Survival'' sections of existing creature pages on ''Pikmin Fanon'', paying special attention to the ''Antarctic Survival'' infobox present for each creature, which displays several values relating to the creature such as its name, hit point total, and usable skills. If the creature is a member of a species that already has stats created for this game, the statistics can often be outright copied from creature to creature, as all Red Bulborbs should have similar properties other than their names, such as having the same amount of hit points and same size. Some of these stats may be tweaked slightly, such as giving a Red Bulborb slightly more or less health than the standard amount to create a more unique character which is stronger or weaker than normal. If a creature does not already have stats and properties similar to an existing ''Antarctic Survival'' creature, then a new set of statistics must be created for the creature. The ''Antarctic Survival'' infobox provides a helpful list of which statistics and qualities should be documented, and more information on each is given below:
Finally, an ''Antarctic Survival'' creature should have documented statistics that preferably match the ''Antarctic Survival'' creature format and structure. To get an understanding of this format, it is best to look at the ''Antarctic Survival'' sections of existing creature pages on ''Pikmin Fanon'', paying special attention to the respective infobox present for each creature, which displays several values relating to the creature such as its name, hit point total, and usable skills. If the creature is a member of a species that already has stats created for this game, the statistics can often be outright copied from creature to creature, as all Red Bulborbs should have similar properties other than their names, such as having the same amount of hit points and same size. Some of these stats may be tweaked slightly, such as giving a Red Bulborb slightly more or less health than the standard amount to create a more unique character that is stronger or weaker than normal. If a creature does not already have stats and properties similar to an existing ''Antarctic Survival'' creature, then a new set of statistics must be created for the creature. The ''Antarctic Survival'' infobox provides a helpful list of which statistics and qualities should be documented, and more information on each is given below:
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! Creature statistics and qualities
! Creature statistics and qualities
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**Note that it can be quite confusing to have multiple creatures with the same name or very similar names as characters. A game master should keep this in mind when determining which creature characters will appear in the game, and a content pack creator should keep this in mind when naming new creatures.
**Note that it can be quite confusing to have multiple creatures with the same name or very similar names as characters. A game master should keep this in mind when determining which creature characters will appear in the game, and a content pack creator should keep this in mind when naming new creatures.
*Species {{-}} The type of creature that this new character is, such as "Red Bulborb".
*Species {{-}} The type of creature that this new character is, such as "Red Bulborb".
**It is quite reasonable to have multiple creatures of the same species living in the Diamond Settlement, such as having a pack of Red Bulborbs. The unmodified game of ''Antarctic Survival'', however, only features one creature of each kind. This is in order to allow a wide range of creatures to be represented in the game, without suffering from having far too many characters to keep track of. This limit of one character per creature can be freely ignored in content packs if desired.
**It is quite reasonable to have multiple creatures of the same species living in the Diamond Settlement, such as having a pack of Red Bulborbs. The unmodified game of ''Antarctic Survival'', however, only features one creature of each kind. This is to allow a wide range of creatures to be represented in the game, without suffering from having far too many characters to keep track of. This limit of one character per creature can be freely ignored in content packs if desired.
*Gender {{-}} The gender of the character creature; this can be whatever the creator wants it to be. Note that some creatures such as [[Goolix]]es typically have no gender, as these creatures do not have distinct genders.
*Gender {{-}} The gender of the character creature; this can be whatever the creator wants it to be. Note that some creatures such as [[Goolix]]es typically have no gender, as these creatures do not have distinct genders.
*Initial location {{-}} the [[area]] where this creature is first encountered before it is Awakened. This can be any of ''Antarctic Survival'''s existing areas, such as the [[Chilly Valley]] or [[Frozen Fen]], or a completely new area which is part of the same content pack that this creature belongs to, or even an area from a separate content pack that this pack builds on.
*Initial location {{-}} the [[area]] where this creature is first encountered before it is Awakened. This can be any of ''Antarctic Survival'''s existing areas, such as the [[Chilly Valley]] or [[Frozen Fen]], or a completely new area that is part of the same content pack that this creature belongs to, or even an area from a separate content pack that this pack builds on.
**Many areas in the game have certain types of creatures that appear there, such as the [[Trampled Tundra]] containing many large enemies that use [[blunt force|crushing]] hazards, the [[Snowblown Wastes]] containing most flying enemies, and the [[Frozen Fen]] containing most enemies that use or live near water. These principles do not need to be followed for content pack creatures, but they can be used in order to make a wild creature fit its surroundings, or deliberately ignored in order to make a wild creature appear "out-of-place" in its region.
**Many areas in the game have certain types of creatures that appear there, such as the [[Trampled Tundra]] containing many large enemies that use [[blunt force|crushing]] hazards, the [[Snowblown Wastes]] containing most flying enemies, and the [[Frozen Fen]] containing most enemies that use or live near water. These principles do not need to be followed for content pack creatures, but they can be used in order to make a wild creature fit its surroundings, or deliberately ignored in order to make a wild creature appear "out-of-place" in its region.
*Elements {{-}} A creature's elements are typically the [[hazard]]s that this creature can use.
*Elements {{-}} A creature's elements are typically the [[hazard]]s that this creature can use.
**The elements present in the unmodified game are the [[fire]], [[electricity]], [[ice]], [[water]], [[poison]], and rare [[gloom]] hazards. However, new elements such as [[acid]] or [[light]] can be introduced in a content pack, and then assigned to the pack's creatures.
**The elements present in the unmodified game are the [[fire]], [[electricity]], [[ice]], [[water]], [[poison]], and rare [[gloom]] hazards. However, new elements such as [[acid]] or [[light]] can be introduced in a content pack, and then assigned to the pack's creatures.
*Size {{-}} The size or "housing size" of a creature is a number which measures its overall size, with larger creatures having a larger size statistic. This quality is also called "housing size" because it directly controls how much space in a [[Pikmin: Antarctic Survival/Buildings|housing building]] the creature occupies.
*Size {{-}} The size or "housing size" of a creature is a number that measures its overall size, with larger creatures having a larger size statistic. This quality is also called "housing size" because it directly controls how much space in a [[Pikmin: Antarctic Survival/Buildings|housing building]] the creature occupies.
**'''General size guidelines:'''
**'''General size guidelines:'''
**A size of 1 marks a creature as anywhere from a size slightly bigger than a [[Male Sheargrub|Sheargrub]] to a size slightly smaller than a [[Red Bulborb]].
**A size of 1 marks a creature as anywhere from a size slightly bigger than a [[Male Sheargrub|Sheargrub]] to a size slightly smaller than a [[Red Bulborb]].
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**A size of 5 or more is reserved for truly gigantic creatures, from the size of an [[Ancient Sirehound]] and upwards. In the unmodified game, there are four creatures with a size of 5 and only one, the gigantic [[Raging Long Legs]], with a size of 6. In the unmodified game, all creatures of size 5 and above are [[Pikmin: Antarctic Survival/Piklopedia#Tyrants|tyrants]].
**A size of 5 or more is reserved for truly gigantic creatures, from the size of an [[Ancient Sirehound]] and upwards. In the unmodified game, there are four creatures with a size of 5 and only one, the gigantic [[Raging Long Legs]], with a size of 6. In the unmodified game, all creatures of size 5 and above are [[Pikmin: Antarctic Survival/Piklopedia#Tyrants|tyrants]].
**Sizes of 4 or more should not be used frequently, as creatures of this size become quite difficult to build residences for and are usually very powerful as well. These incredibly large creatures should be used sparingly.
**Sizes of 4 or more should not be used frequently, as creatures of this size become quite difficult to build residences for and are usually very powerful as well. These incredibly large creatures should be used sparingly.
*Blood type {{-}} A creature's blood type represents [[Pikmin:_Antarctic_Survival#Effects of the climate|how it is affected by the cold of the Antarctic]]. This property is one of four values: cold-, warm-, icy-, and fiery-blooded creatures.
*Blood type {{-}} A creature's blood type represents [[Pikmin: Antarctic Survival#Effects of the climate|how it is affected by the cold of the Antarctic]]. This property is one of four values: cold-, warm-, icy-, and fiery-blooded creatures.
**More information on creature blood types is given in [[Pikmin:_Antarctic_Survival#Effects of the climate]]. Creatures should always fall into one of these four described categories, with mammalian and avian creatures typically being warm-blooded, reptilian and insectoid and other creatures typically being cold-blooded, creatures immune to the freezing properties of [[ice blast]]s and [[Ice Pikmin]] typically being icy-blooded, and creatures that are constantly on [[fire]] typically being fiery-blooded.
**More information on creature blood types is provided [[Pikmin: Antarctic Survival#Effects of the climate|here]]. Creatures should always fall into one of these four described categories, with mammalian and avian creatures typically being warm-blooded, reptilian and insectoid and other creatures typically being cold-blooded, creatures immune to the freezing properties of [[ice blast]]s and [[Ice Pikmin]] typically being icy-blooded, and creatures that are constantly on [[fire]] typically being fiery-blooded.
*Carrying capacity {{-}} A creature's carrying capacity has the same meaning as it does for members of the [[Pikmin family]], measuring how much carry weight a creature can handle. Larger and stronger creatures have more carrying capacity than stronger and weaker ones.
*Carrying capacity {{-}} A creature's carrying capacity has the same meaning as it does for members of the [[Pikmin family]], measuring how much carry weight a creature can handle. Larger and stronger creatures have more carrying capacity than stronger and weaker ones.
**Small creatures such as [[Female Sheargrub]]s and [[Dwarf Bulborb]]s tend to have a carrying capacity of 1. An adult [[Red Bulborb]] typically has a carrying capacity of 5. A [[Beady Long Legs]] is large and has a carrying capacity of 15. The [[Giant Breadbug]] is big and unusually strong, and has a typical carrying capacity of 30. Especially large creatures may have an even higher carrying capacity, with the strongest creature in the unmodified game being the [[Ancient Sirehound]] with its carrying capacity of 100.
**Small creatures such as [[Female Sheargrub]]s and [[Dwarf Bulborb]]s tend to have a carrying capacity of 1. An adult [[Red Bulborb]] typically has a carrying capacity of 5. A [[Beady Long Legs]] is large and has a carrying capacity of 15. The [[Giant Breadbug]] is big and unusually strong, and has a typical carrying capacity of 30. Especially large creatures may have an even higher carrying capacity, with the strongest creature in the unmodified game being the [[Ancient Sirehound]] with its carrying capacity of 100.
*Hit points {{-}} A creature's hit points mark how much damage the creature can take before falling unconscious. This stat is almost identical to how it functions in the main ''Pikmin'' series, except for that creatures will fall unconscious instead of dying if their hit points drop to zero, and will only die outright if their hit points drop into the low negatives.
*Hit points {{-}} A creature's hit points mark how much damage the creature can take before falling unconscious. This stat is almost identical to how it functions in the main ''Pikmin'' series, except for that creatures will fall unconscious instead of dying if their hit points drop to zero, and will only die outright if their hit points drop into the low negatives.
**The general formula for an ''Antarctic Survival'' creature's hit points is that its hit point value is one hundredth of its canon health. For example, the [[Red Bulborb]] has 1000 HP in {{p4}}, and the Red Bulborb appearing in ''Pikmin: Antarctic Survival'' has 10 HP, which is one hundredth of the canon value.
**The general formula for an ''Antarctic Survival'' creature's hit points is that its hit point value is one-hundredth of its canon health. For example, the [[Red Bulborb]] has 1000 HP in {{p4}}, and the Red Bulborb appearing in ''Pikmin: Antarctic Survival'' has 10 HP, which is one-hundredth of the canon value.
***Creatures with low canon HP values tend to be given a bit of extra health, as they would be much too fragile otherwise. A [[Dwarf Red Bulborb]] has 100 HP in {{p4}} but 4 in ''Antarctic Survival'' because it would be much too weak if it only had 1 HP. This change is made to make weaker and smaller creatures more viable, and is not generally done to creatures whose vanilla health amount is more than 500.
***Creatures with low canon HP values tend to be given a bit of extra health, as they would be much too fragile otherwise. A [[Dwarf Red Bulborb]] has 100 HP in {{p4}} but 4 in ''Antarctic Survival'' because it would be much too weak if it only had 1 HP. This change is made to make weaker and smaller creatures more viable, and is not generally done to creatures whose vanilla health amount is more than 500.
*Clothing types {{-}} A creature's clothing types are the sizes and varieties of clothing that can be woven for it to wear.
*Clothing types {{-}} A creature's clothing types are the sizes and varieties of clothing that can be woven for it to wear.
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=Official content packs=
==Official content packs==
''This list contains all content packs that have been created for ''Antarctic Survival'' and that are either created by the game's creator or considered polished and balanced enough to be considered official expansions by the creator.
These are content packs that have been created for ''Antarctic Survival'', either by the game's creator or considered polished and balanced enough to be considered official expansions by the creator.


===Packs created by A Friendly Amprat===
===Created by A Friendly Amprat===
*'''''The Portal'''''
*'''''[[Pikmin: Antarctic Survival/DLC/The Portal|The Portal]]'''''
**''Main article: [[Pikmin: Antarctic Survival/DLC/The Portal]]''
**Rather than adding much new content on its own, ''The Portal'' is a "connector" which is designed to give the creatures of the game an in-universe way of traveling to new areas that are not part of the Antarctic. This pack offers an easy way to integrate new areas and new stories into ''Antarctic Survival'' through the use of gravitational dimension gateways which all connect to a single hub area, accessed from the [[Diamond Settlement]] via the construction of a new [[Pikmin: Antarctic Survival/Buildings|building]].
**Rather than adding much new content on its own, ''The Portal'' is a "connector" which is designed to give the creatures of the game an in-universe way of traveling to new areas which are not part of the Antarctic. This pack offers an easy way to integrate new areas and new stories into ''Antarctic Survival'' through the use of gravitational dimension gateways which all connect to a single hub area, accessed from the [[Diamond Settlement]] via construction of a new [[Pikmin: Antarctic Survival/Buildings|building]].
*'''''[[Pikmin: Antarctic Survival/DLC/Parasite's "Sinister" Incursion|Parasite's "Sinister" Incursion]]'''''
*'''''Parasite's "Sinister" Incursion'''''
**The ''Parasite's "Sinister" Incursion'' pack is a planned content pack created by A Friendly Amprat which will add a whole new quest full of new content to the game. The pack is a crossover with ''[[Pikmin: Sinister Incinerator]]'', Amprat's favorite fangame on all of ''Pikmin Fanon'', and ties in closely to ''The Portal'' content pack, which it expands on the lore of.
**''Main article: [[Pikmin: Antarctic Survival/DLC/Parasite's "Sinister" Incursion]]''
**The ''Parasite's "Sinister" Incursion'' pack is a planned ''Antarctic Survival'' content pack created by A Friendly Amprat which will add a whole new quest full of new content to the game. The pack is a crossover with ''[[Pikmin: Sinister Incinerator]]'', Amprat's favorite fangame on all of ''Pikmin Fanon'', and ties in closely to ''The Portal'' content pack, which it expands on the lore of.
*'''''Pikmin Quest Crossover'''''
*'''''Pikmin Quest Crossover'''''
**The ''Pikmin Quest Crossover'' is a planned ''Antarctic Survival'' content pack created by A Friendly Amprat which will add several creatures and features to ''Antarctic Survival'' that are taken from ''Pikmin Quest'', Amprat's unfinished ''Pikmin'' RPG from ‎2015 and one of the ''Pikmin'' fangames he is most proud of.
**The ''Pikmin Quest Crossover'' is a planned content pack created by A Friendly Amprat which will add several creatures and features to ''Antarctic Survival'' that are taken from ''Pikmin Quest'', Amprat's unfinished ''Pikmin'' RPG from ‎2015 and one of the ''Pikmin'' fangames he is most proud of.
*'''''Pikmin: Wide World Crossover'''''
**The ''Pikmin: Wide World Crossover'' is a planned ''Antarctic Survival'' content pack created by A Friendly Amprat which will add several creatures and features to ''Antarctic Survival'' that are taken from ''[[Pikmin: Wide World]]'', one of Amprat's favorite ''Pikmin Fanon'' fangames.
*'''''Forgotten Creatures Pack'''''
*'''''Forgotten Creatures Pack'''''
**The ''Forgotten Creatures Pack'' is a planned ''Antarctic Survival'' content pack created by A Friendly Amprat which will add a variety of creatures to ''Antarctic Survival'' that all come from ''Pikmin Fanon'', but which have not been used or detailed much. Most of these creatures were conceptualized a long time ago, some ten years or more, and were created by users who no longer use ''Pikmin Fanon''.
**The ''Forgotten Creatures Pack'' is a planned content pack created by A Friendly Amprat which will add a variety of creatures to ''Antarctic Survival'' that all come from ''Pikmin Fanon'', but which have not been used or detailed much. Most of these creatures were conceptualized a long time ago, some ten years or more, and were created by users who no longer use ''Pikmin Fanon''.
*'''''Childhood Creatures Pack'''''
*'''''Childhood Creatures Pack'''''
**The ''Childhood Creatures Pack'' is a planned ''Antarctic Survival'' content pack created by A Friendly Amprat which will add a variety of creatures to ''Antarctic Survival'' that Amprat came up with as ''Pikmin'' enemies when he was thirteen or younger. Many of these creatures are quite strange and unusual concepts, which will be modernized into a new version more in-line with Amprat's current standards.
**The ''Childhood Creatures Pack'' is a planned content pack created by A Friendly Amprat which will add a variety of creatures to ''Antarctic Survival'' that Amprat came up with as ''Pikmin'' enemies when he was thirteen or younger. Many of these creatures are quite strange and unusual concepts, which will be modernized into a new version more in-line with Amprat's current standards.
*'''''Unused Creatures Pack'''''
*'''''Unused Creatures Pack'''''
**The ''Unused Creatures Pack'' is a planned ''Antarctic Survival'' content pack created by A Friendly Amprat which will add a variety of creatures to ''Antarctic Survival'' that are official enemies to the ''Pikmin'' series but do not appear or cannot be Awakened in ''Antarctic Survival''. These creatures were cut from ''Antarctic Survival'' due to not having a place they could fit in and to cut down on the amount of possible residents.
**The ''Unused Creatures Pack'' is a planned content pack created by A Friendly Amprat which will add a variety of creatures to ''Antarctic Survival'' that are official enemies to the ''Pikmin'' series but do not appear or cannot be Awakened in ''Antarctic Survival''. These creatures were cut from ''Antarctic Survival'' due to not having a place they could fit in and to cut down on the amount of possible residents.
*'''''Double-Sting Armrakid'''''
*'''''Double-Sting Armrakid'''''
**The ''Double-Sting Armrakid'' pack adds one new creature / potential resident to ''Antarctic Survival'', which is the [[Double-Sting Armrakid]].
**The ''Double-Sting Armrakid'' pack adds one new creature / potential resident to ''Antarctic Survival'', which is the [[Double-Sting Armrakid]].
**This powerful creature is taken from "''GHOST SEER''", a quirky RPG made by Amprat's sister, in which this creature is known as a "Mage Dragon".
**This powerful creature is taken from "''GHOST SEER''", a quirky RPG made by Amprat's sister, in which this creature is known as a "Mage Dragon".
*'''''Tumbling Shellsnapper'''''
**The ''Tumbling Shellsnapper'' pack adds one new creature / potential resident to ''Antarctic Survival'', which is the [[Tumbling Shellsnapper]].


===Packs which are considered official by A Friendly Amprat===
===Considered official===
*None yet!
*None yet!


{{clear}}
==Recognized content packs==
 
These fanmade content packs have been created for ''Antarctic Survival'' but have not been approved as "official" content by the game's creator.
=Recognized content packs=
''This list contains all fanmade content packs that have been created for ''Antarctic Survival'' but have not been approved as "official" content by the game's creator.''


*None yet!
*None yet!
{{clear}}
{{clear}}



Latest revision as of 16:26, 3 April 2024

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“Welcome to ze Revolution, mon ami!”
This article or section presents information pertaining to Pikmin: Antarctic Survival, a fanon game created by A Friendly Amprat.
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In Pikmin: Antarctic Survival, DLC takes the form of various content packs which can be integrated into any game master's version of Antarctic Survival. These packs range in content and scope, as they can be used to add nearly anything that the creator thinks of to the game. Most commonly, content packs contain one or more new creatures which are found in areas in the wild, battled and Awakened, and then join the Diamond Settlement as new residents, as is the case with the game's unmodified creatures. Content packs can add all types of new content to the game, though, such as new baubles to collect, new Diamond Settlement buildings to construct, new areas to explore, or entirely new gameplay features.

Content pack creation

Creation of content packs for Pikmin: Antarctic Survival is as simple as coming up with whatever new features a creator wants to add, documenting this content and making descriptions, statistics, and information for it, and then using it in a game of Antarctic Survival or sharing the content to be used by others. In the case of sharing with others, the best place to share content is Pikmin Fanon itself, since it is a repository of fanmade Pikmin content. Articles on the wiki can be created for each content pack, and articles relating to individual features of the content pack can be edited to document features of the content pack that relate to the article.

New creature creation

The most common feature added in Pikmin: Antarctic Survival content packs is the addition of one or more new creatures contained in a pack. A short tutorial has been provided on how to create new creatures for the game, and it is actually quite similar to creating a player character for the game, though without size and power limitations since these limitations are only needed for primary player characters to be well-balanced.

Creature creation tips
Coming up with a creature

The first step is to figure out what creature the designer wants to add to Antarctic Survival. This can be any creature, though it should be one able to breathe the oxygen air of PNF-404 and likely a creature that can be Awakened if the creature designer wants it to be able to become a Diamond Settlement resident. Creatures added in expansion packs can be additional members of an existing species already present in Antarctic Survival such as a new Red Bulborb, official Pikmin series creatures which are absent from Antarctic Survival such as the Gildemandwee, Pikmin Fanon creatures created by other users such as a Neutral Dweevil, or entirely new creatures of the designer's own creation or even creatures taken from a different game, though in this case care should be taken to ensure the creature fits in a Pikmin setting.

Detailing the creature

Once the creator has figured out which creature they want to add to an Antarctic Survival content pack, they should then come up with a name and Awakened personality for their creature. A name for a creature in Antarctic Survival often relates to some quality or ability of the creature, or connects to some other idea relating to the creature. For example, a Red Bulborb can be named Carmine, after her red coloration. A creature's personality can be whatever the creator wants it to be, and it is helpful to look at fictional characters or even real people to come up with an idea on how the creature should act and speak. Before a creature is Awakened, its personality is not usually clearly seen, as it is still a wild animal at the time from the perspective of the Awakened creatures, but sometimes bits of the creature's personality can be seen even prior to Awakening. For example, if Carmine the Red Bulborb is shy and non-confrontational, she may try to flee from a group of creatures attempting to Awaken her, instead of engaging in combat with them. The creator of a creature for a content pack may also come up with a backstory for the creature, its place of origin, and others that this creature interacted with in the past, though this is not strictly necessary.

Creature abilities

Creatures in Pikmin: Antarctic Survival have various attacks and combat techniques they can use in battle, as well as skills that they can use outside of battle. More information on skills is given in the "creature statistics and qualities" section. As for techniques in battle, these can usually be taken directly from the kind of creature being created. For example, a Red Bulborb will most likely have its bite attack, and sleep during the day when not in combat. However, creatures can have additional abilities that are non-standard for the creature type. Carmine the Red Bulborb may have a "dashing headbutt attack" similar to that of a Tusked Blowhog, which is unique to her and not common among Red Bulborbs. In some cases, a creature can even be missing abilities which are typical of their kind, such as a Peckish Aristocrab character who cannot blow bubbles due to a genetic defect. Changing details up like this greatly helps to create a more unique and original creature character for a content pack. If a creature is completely original and not an existing Pikmin enemy or other established creature, the creator will have to come up with what the creature is capable of and skilled at, both in and out of battle.

Statistics and info

Finally, an Antarctic Survival creature should have documented statistics that preferably match the Antarctic Survival creature format and structure. To get an understanding of this format, it is best to look at the Antarctic Survival sections of existing creature pages on Pikmin Fanon, paying special attention to the respective infobox present for each creature, which displays several values relating to the creature such as its name, hit point total, and usable skills. If the creature is a member of a species that already has stats created for this game, the statistics can often be outright copied from creature to creature, as all Red Bulborbs should have similar properties other than their names, such as having the same amount of hit points and same size. Some of these stats may be tweaked slightly, such as giving a Red Bulborb slightly more or less health than the standard amount to create a more unique character that is stronger or weaker than normal. If a creature does not already have stats and properties similar to an existing Antarctic Survival creature, then a new set of statistics must be created for the creature. The Antarctic Survival infobox provides a helpful list of which statistics and qualities should be documented, and more information on each is given below:

Creature statistics and qualities
  • Name – The name of the creature as an Awakened resident, such as "Carmine".
    • Note that it can be quite confusing to have multiple creatures with the same name or very similar names as characters. A game master should keep this in mind when determining which creature characters will appear in the game, and a content pack creator should keep this in mind when naming new creatures.
  • Species – The type of creature that this new character is, such as "Red Bulborb".
    • It is quite reasonable to have multiple creatures of the same species living in the Diamond Settlement, such as having a pack of Red Bulborbs. The unmodified game of Antarctic Survival, however, only features one creature of each kind. This is to allow a wide range of creatures to be represented in the game, without suffering from having far too many characters to keep track of. This limit of one character per creature can be freely ignored in content packs if desired.
  • Gender – The gender of the character creature; this can be whatever the creator wants it to be. Note that some creatures such as Goolixes typically have no gender, as these creatures do not have distinct genders.
  • Initial location – the area where this creature is first encountered before it is Awakened. This can be any of Antarctic Survival's existing areas, such as the Chilly Valley or Frozen Fen, or a completely new area that is part of the same content pack that this creature belongs to, or even an area from a separate content pack that this pack builds on.
    • Many areas in the game have certain types of creatures that appear there, such as the Trampled Tundra containing many large enemies that use crushing hazards, the Snowblown Wastes containing most flying enemies, and the Frozen Fen containing most enemies that use or live near water. These principles do not need to be followed for content pack creatures, but they can be used in order to make a wild creature fit its surroundings, or deliberately ignored in order to make a wild creature appear "out-of-place" in its region.
  • Elements – A creature's elements are typically the hazards that this creature can use.
    • The elements present in the unmodified game are the fire, electricity, ice, water, poison, and rare gloom hazards. However, new elements such as acid or light can be introduced in a content pack, and then assigned to the pack's creatures.
  • Size – The size or "housing size" of a creature is a number that measures its overall size, with larger creatures having a larger size statistic. This quality is also called "housing size" because it directly controls how much space in a housing building the creature occupies.
    • General size guidelines:
    • A size of 1 marks a creature as anywhere from a size slightly bigger than a Sheargrub to a size slightly smaller than a Red Bulborb.
    • A size of 2 marks a creature as anywhere from the size of a Red Bulborb to just smaller than a Jumbo Bulborb.
    • A size of 3 marks a creature as having a size between about that of a Jumbo Bulborb to a bit smaller than a Beady Long Legs.
    • A size of 4 marks a creature as being between about the size of a Beady Long Legs and that of a massive creature such as the Ancient Sirehound.
    • A size of 5 or more is reserved for truly gigantic creatures, from the size of an Ancient Sirehound and upwards. In the unmodified game, there are four creatures with a size of 5 and only one, the gigantic Raging Long Legs, with a size of 6. In the unmodified game, all creatures of size 5 and above are tyrants.
    • Sizes of 4 or more should not be used frequently, as creatures of this size become quite difficult to build residences for and are usually very powerful as well. These incredibly large creatures should be used sparingly.
  • Blood type – A creature's blood type represents how it is affected by the cold of the Antarctic. This property is one of four values: cold-, warm-, icy-, and fiery-blooded creatures.
    • More information on creature blood types is provided here. Creatures should always fall into one of these four described categories, with mammalian and avian creatures typically being warm-blooded, reptilian and insectoid and other creatures typically being cold-blooded, creatures immune to the freezing properties of ice blasts and Ice Pikmin typically being icy-blooded, and creatures that are constantly on fire typically being fiery-blooded.
  • Carrying capacity – A creature's carrying capacity has the same meaning as it does for members of the Pikmin family, measuring how much carry weight a creature can handle. Larger and stronger creatures have more carrying capacity than stronger and weaker ones.
    • Small creatures such as Female Sheargrubs and Dwarf Bulborbs tend to have a carrying capacity of 1. An adult Red Bulborb typically has a carrying capacity of 5. A Beady Long Legs is large and has a carrying capacity of 15. The Giant Breadbug is big and unusually strong, and has a typical carrying capacity of 30. Especially large creatures may have an even higher carrying capacity, with the strongest creature in the unmodified game being the Ancient Sirehound with its carrying capacity of 100.
  • Hit points – A creature's hit points mark how much damage the creature can take before falling unconscious. This stat is almost identical to how it functions in the main Pikmin series, except for that creatures will fall unconscious instead of dying if their hit points drop to zero, and will only die outright if their hit points drop into the low negatives.
    • The general formula for an Antarctic Survival creature's hit points is that its hit point value is one-hundredth of its canon health. For example, the Red Bulborb has 1000 HP in Pikmin 4, and the Red Bulborb appearing in Pikmin: Antarctic Survival has 10 HP, which is one-hundredth of the canon value.
      • Creatures with low canon HP values tend to be given a bit of extra health, as they would be much too fragile otherwise. A Dwarf Red Bulborb has 100 HP in Pikmin 4 but 4 in Antarctic Survival because it would be much too weak if it only had 1 HP. This change is made to make weaker and smaller creatures more viable, and is not generally done to creatures whose vanilla health amount is more than 500.
  • Clothing types – A creature's clothing types are the sizes and varieties of clothing that can be woven for it to wear.
    • Clothing is divided into four categories: Coats, which are worn by most creatures over their main bodies but not worn by creatures that have liquefied or flaming bodies, leg coverings, which are worn by creatures to keep their legs warm, eyestalk warmers, which are worn by creatures with eyestalks such as bulborbs to keep their eyestalks warm, and tail coverings, which are worn by creatures with tails to keep their tails warm.
      • A creature typically wears a single coat, one pair of eyestalk warmers per pair of eyestalks, one tail covering per tail, and one leg covering per pair of legs (or single leg if the creature has only one) or arms. In the unmodified game, no creature has more than one pair of eyestalks or more than one tail, so the only category of clothing which a creature may wear more than one of is leg coverings. In this case, a creature with two legs wears a single pair of leg coverings, a creature with four legs wears two pairs of leg coverings, and so on.
    • Clothing is divided into five sizes, ranging from Dwarf size to Standard size to Jumbo, Extra Jumbo, and then finally Extra Extra Jumbo size. The size of each individual article of clothing depends on the creature, and creatures may wear different clothing items of different sizes, as a creature may have, as an example, a small body but massive legs.
      • Generally, dwarf-sized clothing items have proportions comparable to a Dwarf Bulborb, standard-sized clothing items those comparable to a Bulborb, jumbo-sized clothing items those comparable to a Jumbo Bulborb, extra-jumbo-sized clothing items those comparable to a Sovereign Bulblax, and extra-extra-jumbo-sized clothing items being for creatures that are even larger.
  • Starting skills – A creature's starting skills are the skills that this creature can use by default, and in some cases can teach to other creatures which have the same skill in their unlearned "potential skills".
    • Most creatures start with the Search, Build, and Quarry skills at level 0 (base level). Some creatures are too weak to build, and thus do not have the Build skill. Some creatures cannot dig or are too large to fit into a quarry, and thus do not have the Quarry skill. Creatures may also be especially effective in one of these skills, which means that the creature will start with one or more levels in these effective skills.
    • Creatures with two arms often have the Dualcarry skill, which gives them two carrying capacities instead of one, which can both be used to carry the same object or can be used to carry two different objects.
    • Creatures that are able to carry several objects at once within themselves, such as a Goolix or Waddlequaff, typically have the Multicarry skill, which means that they can carry multiple objects at once instead of just one, as long as the total combined weight does not exceed their carrying capacity. Some creatures such as the Waddlequaff have a Multicarry limit, limiting the amount of different items that the creature can carry at once.
    • Creatures such as Female Sheargrubs which can chew through wooden bridges often have the Wood Eater skill, allowing them to convert wood in the settlement inventory into raw material at a one-to-one rate.
    • Creatures such as the Arachnode with limbs they can use to carefully manipulate objects often have the Weaver skill, allowing them to create blankets and clothing from thread.
    • Some creatures start with Crafter skills, allowing them to make certain materials. Other creatures have Crafter skills as potential skills, and thus cannot use these skills until taught to by another resident who starts with the skill.
  • Potential skills – A creature's potential skills are the skills that this creature cannot use initially, but can learn to use if taught the skill by another creature who starts with the skill and is trained in it.
    • The most common potential skills are the Weaver skill, which is a potential skill for creatures that can realistically learn to weave thread using their limbs, and various Crafter skills which are typically based on the elements of the creature.
      • Creatures with the ice element can learn to craft reinforced snow bricks and sight ice if they do not have these skills included in their starting skills.
      • Creatures with the fire element can learn to craft fired clay bricks if they do not already start with this skill.
      • Creatures with the gloom element can learn to craft gloom bricks if they do not already start with this skill.

Once a creature has been fully fleshed out with its details, abilities, and statistics, it should be usable in a game of Antarctic Survival, and can be included in a content pack!

Official content packs

These are content packs that have been created for Antarctic Survival, either by the game's creator or considered polished and balanced enough to be considered official expansions by the creator.

Created by A Friendly Amprat

  • The Portal
    • Rather than adding much new content on its own, The Portal is a "connector" which is designed to give the creatures of the game an in-universe way of traveling to new areas that are not part of the Antarctic. This pack offers an easy way to integrate new areas and new stories into Antarctic Survival through the use of gravitational dimension gateways which all connect to a single hub area, accessed from the Diamond Settlement via the construction of a new building.
  • Parasite's "Sinister" Incursion
    • The Parasite's "Sinister" Incursion pack is a planned content pack created by A Friendly Amprat which will add a whole new quest full of new content to the game. The pack is a crossover with Pikmin: Sinister Incinerator, Amprat's favorite fangame on all of Pikmin Fanon, and ties in closely to The Portal content pack, which it expands on the lore of.
  • Pikmin Quest Crossover
    • The Pikmin Quest Crossover is a planned content pack created by A Friendly Amprat which will add several creatures and features to Antarctic Survival that are taken from Pikmin Quest, Amprat's unfinished Pikmin RPG from ‎2015 and one of the Pikmin fangames he is most proud of.
  • Pikmin: Wide World Crossover
    • The Pikmin: Wide World Crossover is a planned Antarctic Survival content pack created by A Friendly Amprat which will add several creatures and features to Antarctic Survival that are taken from Pikmin: Wide World, one of Amprat's favorite Pikmin Fanon fangames.
  • Forgotten Creatures Pack
    • The Forgotten Creatures Pack is a planned content pack created by A Friendly Amprat which will add a variety of creatures to Antarctic Survival that all come from Pikmin Fanon, but which have not been used or detailed much. Most of these creatures were conceptualized a long time ago, some ten years or more, and were created by users who no longer use Pikmin Fanon.
  • Childhood Creatures Pack
    • The Childhood Creatures Pack is a planned content pack created by A Friendly Amprat which will add a variety of creatures to Antarctic Survival that Amprat came up with as Pikmin enemies when he was thirteen or younger. Many of these creatures are quite strange and unusual concepts, which will be modernized into a new version more in-line with Amprat's current standards.
  • Unused Creatures Pack
    • The Unused Creatures Pack is a planned content pack created by A Friendly Amprat which will add a variety of creatures to Antarctic Survival that are official enemies to the Pikmin series but do not appear or cannot be Awakened in Antarctic Survival. These creatures were cut from Antarctic Survival due to not having a place they could fit in and to cut down on the amount of possible residents.
  • Double-Sting Armrakid
    • The Double-Sting Armrakid pack adds one new creature / potential resident to Antarctic Survival, which is the Double-Sting Armrakid.
    • This powerful creature is taken from "GHOST SEER", a quirky RPG made by Amprat's sister, in which this creature is known as a "Mage Dragon".
  • Tumbling Shellsnapper
    • The Tumbling Shellsnapper pack adds one new creature / potential resident to Antarctic Survival, which is the Tumbling Shellsnapper.

Considered official

  • None yet!

Recognized content packs

These fanmade content packs have been created for Antarctic Survival but have not been approved as "official" content by the game's creator.

  • None yet!