[Role Playing Game] Custom Hero Dungeon Crawler?

Level 10
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Jun 13, 2010
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I am missing a game just for me and my friends to play as 2-5 players where we progress something like in a Dungeon Crawler, but with the range of freedom to build something unique for yourself but also build something with synergy for your team.

So I want to make this myself.

I like PoE, Diablo etc. but the idea that you hardly have any roles, just the biggest most expensive build runs through snd thr others just follow as well as they can manage.

And not to be set in specific roles such as in WoW with tanks, healers etc.

I want the freedom to build my own class almost however i see fit and experiment with my friends in making teambased builds.

What are your thoughts on this and what key elements would you think would be crucial in this?
 
Try taking a look at this map (it's an AoS, but the principle applies to RPGs), where you choose the hero type (melee/ranged and Str/Agi/Int) and then the spells you want:


I would definitely include a reset ability to switch out abilities.


There's also this one, where abilities are given by equipped weapons so you can customize them:

 
Try taking a look at this map (it's an AoS, but the principle applies to RPGs), where you choose the hero type (melee/ranged and Str/Agi/Int) and then the spells you want:


I would definitely include a reset ability to switch out abilities.


There's also this one, where abilities are given by equipped weapons so you can customize them:

I will definetely check them out when I can on PC! Thanks a bunch!
 
You could also make semi-customizable heroes where the individual spell types are predetermined, but the individual spell is up to the player. For instance, first spell always targets a unit or point, second spell is always AoE, third spell is always an aura or passive; but the player chooses between Chain Lightning/Storm Bolt/Entangle/Frost Nova; Cluster Rockets/Blizzard/Fan of Knives/Thunder Clap; etc.

You could also have heroes based on standard War3 units that fill a certain niche. For instance, a hero that plays like artillery (long range, huge damage, but needs spotters and guards); a hero that can build structures to help allies / attack enemies (worker); a hero that switches from support caster to direct attacker (druids/obsidian statue), etc.
 
You could also make semi-customizable heroes where the individual spell types are predetermined, but the individual spell is up to the player. For instance, first spell always targets a unit or point, second spell is always AoE, third spell is always an aura or passive; but the player chooses between Chain Lightning/Storm Bolt/Entangle/Frost Nova; Cluster Rockets/Blizzard/Fan of Knives/Thunder Clap; etc.

You could also have heroes based on standard War3 units that fill a certain niche. For instance, a hero that plays like artillery (long range, huge damage, but needs spotters and guards); a hero that can build structures to help allies / attack enemies (worker); a hero that switches from support caster to direct attacker (druids/obsidian statue), etc.
I like your way of thinking!

What I have thought of so far was making a system, where abilities generally have more functions.

An example is this:
Heal nearby allied for X over Y seconds. For the duration, increase all damage done by Z for allies affected.

Your choice of stats will shape this ability by prolonging the duration, increasing healing or increasing Magnitude which will increase the damage increase (will work for increased slow effects, armor reduction and other non-healing/non-damaging effects). If you increase duration, you will keep damage buff longer, but the healing per second will decrease due to it healing the full amount over the entirety of the duration. You may also increase the AoE size.

This way you can go sustained healing, burst healing, supportive damage increase or anything in between with this single spell determined by what stats you choose to increase.

Future passive points will shape this even further, altering the way it works.
 
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