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Content of dungeons?

Started by November 01, 2018 06:20 PM
4 comments, last by suliman 6 years ago

Hi!

Im doing a tactical/management/dungeon crawler in the vains of battle brothers and darkest dungeon (it's medieval fantasy and you control a party of 3-6 heroes). Now what to encounter in dungeons for gameplay reasons? This is my design so far:

  1. Fights/ambushes. These are the bulk of the game and are already fine.
  2. Traps. These damage one or several heroes. The "trap skill" can help you avoid triggering them but that's all so far.
  3. Doors/obstacles. These are pretty boring for now. Basically you order one hero to spend energy (used for skills and restored when resting outside of a dungeon) to disable the obstacle. Otherwise backtrack. Any way to make more fun?
  4. Bonuses. Healing wells and shrines. Pick one hero that gets a one-time heal or buff.

What would you add or improve? The game has no animations so the feel is more like pen-and-paper rpg or boardgames (it's also turn-based).

Thanks for your input!

Maybe simple riddles or logic puzzles? Must not be complicated (push a stone a platform -> triggers the opening of a door or the appearance of a treasure chest). Just to add more variety.

And maybe secret passages or doorways, that are opened by not obvious buttons or actions.

 

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Like a mini-game you mean?

Also, any idea how doors/obstacles could be made more interesting?

On 11/9/2018 at 2:20 PM, suliman said:

Also, any idea how doors/obstacles could be made more interesting?

Doors generally have two functions:

1) To stop player from entering where he shouldn't go yet.

2) To present the player with a puzzle or quest where he has to find the key to get whatever is behind the door.

 

Traps can be made more interesting by having them inflict status-ailments.

The way I randomize dungeons, the player must always be able to pass an obstacle (but maybe at a very high resource cost if the player didnt plan ahead).

Maybe I can have some obstacles/doors that are stricly optional (like opening a bonus room that is not needed to progress). These can be opened if finding a key in the dungeon (found on a mob) or by bringing a "universal key" into the dungeon (very rare/expensive).

Doors that (might be) needed to pass to continue should probably remain always possible to bypass (to avoid frustrating the player).

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