Zwiebelchen
Hosted Project GR
- Joined
- Sep 17, 2009
- Messages
- 7,234
This had been discussed several years ago, but it is now that thanks to Leandrop, I have the technical means available to make this a reality: fully generated randomized creeps with dynamically adjustable levels & stats.
This opens the door to an amazing new possibility:
Combined with a procedural dungeon generation algorithm based on destructables, I can create dynamically created, random dungeons & matching encounters for a special dungeon inspired by the rogue-like genre.
I was thinking of replicating the famous Ancient Cave of the SNES classic Lufia II - Rise of the Sinistrals with gameplay mechanics that make full use of randomness and special rewards that can be gained from it:
Since this thing will require a lot of art assets to look good, obviously, this will take some time and will not come before 1.2C; however, I'm writing this to collect feedback on this before I get into this idea too hard.
I'm a huge fan of the Ancient Cave in Lufia II and if this feature turns out to have even a tiny fraction of the addictiveness of the original, you guys are in for a RIDE.
This opens the door to an amazing new possibility:
Combined with a procedural dungeon generation algorithm based on destructables, I can create dynamically created, random dungeons & matching encounters for a special dungeon inspired by the rogue-like genre.
I was thinking of replicating the famous Ancient Cave of the SNES classic Lufia II - Rise of the Sinistrals with gameplay mechanics that make full use of randomness and special rewards that can be gained from it:
- When you enter the cave, your character will be reset to level 1; and you lose all items, abilities for your stay in the dungeon
- You can not save while inside the dungeon
- Encounters will have no reset range inside the dungeon; if you enter combat, you either win or you die
- 'Ressurection' will not work inside the cave
- Instead, you can ressurect other players via rods with limited charges that you can find in the dungeon
- You gain XP at a higher rate than outside
- Any consumables and gear you want to use inside the dungeon HAVE to be acquired inside the dungeon from random drops
- As you progress deeper, the battles get progressively harder (compared to the relative hero power)
- You will also find treasure boxes inside the dungeon. The loot inside these treasure boxes will contain special items that are the only items that you will be able to take 'outside'
- There will also be randomized boss encounters inside that guard treasure chests
- Once you reach a certain level of the dungeon, you have a progressively higher chance to find a magic bell that allows you to leave the dungeon and take any items you acquired from treasure boxes with you
- If you leave the dungeon by other means than the magical bell (like on a group wipe), you will lose even the treasure box items you acquired in this run
- After leaving the dungeon, your level, abilities and equipment will be restored to what you had before entering the dungeon (and all non-treasure box loot will be removed) and you are able to save the game again normally
Since this thing will require a lot of art assets to look good, obviously, this will take some time and will not come before 1.2C; however, I'm writing this to collect feedback on this before I get into this idea too hard.
I'm a huge fan of the Ancient Cave in Lufia II and if this feature turns out to have even a tiny fraction of the addictiveness of the original, you guys are in for a RIDE.