Wilderness

**The Wilderness** is an infinite plane that encompasses the "overworld" of *Juice Galaxy*. It is formed using procedural seed-generation, using the same seed between playthroughs (and, barring large updates, between game versions). It has had several variations since the game's creation, both in its aesthetics and mechanics.

## Appearance

### **Pre-Version 0.1.8**

The wilderness is an endless grassy landscape. The ground has a primarily green tint, but with many patches where the hue shifts into other colors. The terrain starts off entirely flat within and just outside of The Graveyard, and then slowly turns into a plains-like environment, with small hills dotting the landscape. This terrain generation remained the same until Version 0.1.7, where the further out one travels, the more steep the terrain gets, creating terrain that resembles mountains and valleys and even cliffs.

### **Version 0.1.8 to Version 0.1.10**

Version 0.1.8 drastically altered world generation in service of improving performance, increasing the terrain's scale, and implementing roads. The old terrain seed is no longer used, and the positions of several landmarks are slightly shifted- however, they are now connected by roads, to prevent the player from getting lost.

The aesthetic of the wilderness also became more striking, with the ground taking on a variegated rainbow appearance, increasing the hue differences that were previously more subdued. The addition of two new tree variants- which appear to be stylized after Palm and Pine trees- increase the variety of the Wilderness' flora.

Wawsp nests were also added as randomly-spawning features in the Wilderness in Version 0.1.9.

### **Version 0.1.10 and above**

Following community feedback, the intensity of the ground's hue was returned to what it was prior to Version 0.1.8. In addition, monster spawning was altered so that spawns would be more frequent and it would take much less time for monsters to appear when landing in a random part of the Wilderness from flight. This was achieved by having the game anticipate the player's landing point and pre-generate monsters prior to their arrival, as well as having monsters spawn near to the Player when out of their cone of vision.

## Contents

The Wilderness contains many things, ranging from monsters to objects to certain weapons. The monsters that are able to appear in the wilderness are as follows, and can be elite.

* Pollywogs
* Skellies
* Koalaths
* Stroll Fiends
* Dragins
* Klowns (and Baby Klowns)
* Automobiles
* Frolg
* Wawsp (from the Wawsp Nests)
* Hydrangela
* Derpteras (typically around ruins)

The Wilderness also contains various objects that can be interacted with.

* Trees (can be Elite)
* Rocks
* Crates
* Spikey Bush
* Spikey Peanut
* Juice Fountains
* Juice Portals

Although the Wilderness in mostly barren, the player can stumble across unusual structures within it. Some of these serve a practical purpose, while others seem only to add to the aesthetic. As of version 0.2.5, 70 more structures including ruins were added across the outer Wilderness.

* Barns
* Cube Pole
* Tower
* Garden
* Pueblo

Lastly, certain weapons are able to appear in the wilderness. This list does not count weapons that can be found at any landmark, only those that spawn randomly past the Fog Giants.

* Morningstars
* Shovels
* Baseball Bats
* Rune Longswords
* Frozen Pizzas
* Ordinary Pineapples

### **Monster Level**

The Monster Level is a mechanic that influences various parts of the wilderness. It shows up on the UI after passing the Fog Giants, and increments the further the player is from The Graveyard. The Monster Level can be interpreted as a "difficulty" of sorts, as things only get harder the further you go. The Monster Level effects everything in the wilderness in one way or another.

The Monster Level is responsible for the following:

* The Level of every entity, growing higher with the monster level. An entity's level determines it's health, how much damage it deals, and it's size. Monster Level also influences the level of Elite Enemies, and the level of their drops (with the exception of Trees)
* The scale of the weapons that spawn naturally; slowly incrementing the further you go.
* The terrain; in version 0.1.7, the height and gradient of hills increases as monster level increases. In the current version at very high monster levels, terrain will stop generating properly.

## Landmarks

* The Graveyard
* Saloon
* Mushrooms
* Juice Temple
* The Evil Cabin
* Fog Giants
* Wawsp Nests

## Trivia

* The wilderness' terrain, objects, and weapon generation are consistent and determined by a world seed. The world seed cannot be changed by the player, and is the same across all copies of the game. It is occasionally changed in updates, and it was last changed in V0.1.5. Terrain generation as a whole was overhauled in V0.1.8.