Right now you pick 3 cards per turn from 3 styles of deck (SEEK/DREAD/HOPE), then you play them. What I have in the game now isn't doing this. I want the card mechanic to be how you create the dungeon, and I want you to be making some sort of choice based on what comes out of the card decks, ie adapting your strategy to random chance as best you can (FTL-style) You can't move the Hero in the game, so I want some sort of other interesting, meaningful and ultimately fun choices instead. I've been doing some serious thinking about the card mechanic in Dungeoneering Possibly only generate room tiles that fit the map perfectly (ie no more putting a left turn that goes into a dead-end wall because you already placed some other room there) Ability to cancel card placement after picking one to place Bug with running out of dungeon space (all dead ends) then picking a SEEK card Bug with '?' explorable spaces that have multiple entry points (only uses first-seen entry point) Here you can recruit adventurers and choose which dungeon to tackle next.Īnd some bugs & smaller features, to be tackled as it makes sense to do so A strategic layer for in between dungeon exploration sessions (ie the Guild). Replace the rest of the placeholder art This kind of trait would be randomly generated when you get a new hero. Hero AI personality, thinking of doing some fun stuff here like your hero randomly hates all rats and goes out of his way to hunt them. An actual explanation of what you are meant to be doing (or better still, make it obvious) ![]() Event style cards in all decks that have a random chance of X or Y (example, meet an NPC, chance of being helped or fighting them) Eg in SEEK there will be random events related to exploration. More cards, more types of card in each deck. He should show why he's picking a direction to you. He should look further than one room ahead. He should have some sort of goal (eg explore, escape). Some sort of battle system (automated) using the stats & equipment above Actual RPG elements (hero & monster stats, equipment, hero levelling up) Starting a dungeon run will have a particular goal (eg find and kill boss monster X). To work he needs to have actual goals that are further away than one room, and show them to you as he acts (eg via his text thoughts, but maybe even more clearly like highlighting his target room). He basically just looks at the rooms right beside him. ![]() Also his 'AI' right now is very, very placeholderish. I'm hoping to nail down the major gameplay issues (like cards, dungeon goals, AI, etc), then look at making it more user friendly. I agree it's very confusing right now about what your goal is etc.
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