Player versus Monters, Player versus Everything. Whatever you call it, it just refers to game genres where a player or a team take on NPC mosnters.
Genre spans Dungeon Crawls to Defenses to SPRPG's and so on.
Okay, so whats the point of this thread?
Im collecting ideas for a remake of one my projects, The Dreamvale.
This will be a Dungeon Crawl map, a multi leveled dungeon style in the likes of Warchsers or any Dungeon in an MMO. Each level presents a new challenge that players must overcome to continue.
But hold it, Im not asking for ideas relating to my specific project. Although I will end up using some of them. This more of a discussion on the Dungeon Crawl genre as a whole and really can be applied to anyone thinkinh of creating a map in this direction.
General
The way I see it, most dungeons are designed with a reference to RPG's in mind. Most feature loot systems, custom stats, linear progression and combat based on class based systems.
So Im thinking if what if we could forget all of that and recreate a Dungeon Crawl in reference to RTS combat instead.
Current Ideas
No Classes - Basically there will be no dedicated tank/dps/healer classes. Each character will have their own blend of survivability/damage and utility. If anything hero picks based on team needs will still exist, you just dont need a minmum of 3 players in order to get a basic team comp.
Items - This one has always been a big issue personally. In respect to PVE map, item design has always been difficult. Designing items that are not just stat sticks and at the same time balanced is never easy.
More to come.
Genre spans Dungeon Crawls to Defenses to SPRPG's and so on.
Okay, so whats the point of this thread?
Im collecting ideas for a remake of one my projects, The Dreamvale.
This will be a Dungeon Crawl map, a multi leveled dungeon style in the likes of Warchsers or any Dungeon in an MMO. Each level presents a new challenge that players must overcome to continue.
But hold it, Im not asking for ideas relating to my specific project. Although I will end up using some of them. This more of a discussion on the Dungeon Crawl genre as a whole and really can be applied to anyone thinkinh of creating a map in this direction.
General
The way I see it, most dungeons are designed with a reference to RPG's in mind. Most feature loot systems, custom stats, linear progression and combat based on class based systems.
So Im thinking if what if we could forget all of that and recreate a Dungeon Crawl in reference to RTS combat instead.
Current Ideas
No Classes - Basically there will be no dedicated tank/dps/healer classes. Each character will have their own blend of survivability/damage and utility. If anything hero picks based on team needs will still exist, you just dont need a minmum of 3 players in order to get a basic team comp.
Items - This one has always been a big issue personally. In respect to PVE map, item design has always been difficult. Designing items that are not just stat sticks and at the same time balanced is never easy.
More to come.
Last edited: