dungeons exploration

A fantasy otome RPG about three young thieves with special skills https://www.winterwolves.com/queenofthieves.htm
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jack1974
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dungeons exploration

Post by jack1974 »

Image
As said, I don't want to use isometric maps in this game for various reasons (keep it more casual, isomap takes longer to code and are a bit slower on mobile).
I am trying some alternatives, like this hand-drawn map (obviously I'll ask an artist to draw it in the final game). The highlighted zone is in green :)
On the right I'll also display the POSSIBLE enemy encounter on each level of the catacombs, alongside a threat level.

Also added a way to "preview" an enemy to get some info:
Image
the values displayed are the base values, so will change based on the encounter, but at least player can have an idea!

Will probably have 10 catacombs level or so, should provide enough optional grinding for those who wants it!
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yayswords
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Re: dungeons exploration

Post by yayswords »

Will probably have 10 catacombs level or so, should provide enough optional grinding for those who wants it!
So it's just an optional dungeon, rather than the Loren grinding option of infinite respawns?
If at first try it doesn't explode, it ain't Jack who wrote the code.
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jack1974
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Re: dungeons exploration

Post by jack1974 »

I might allow respawn of the dungeon levels, but first will try with no respawn. Also you can basically rob unlimited houses, so there's already that for grinding! There will be just some "key" houses to rob to advance the plot but overall the game is pretty "open". Originally was just a dating sim :)
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jack1974
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Re: dungeons exploration

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Today I've finished building the system, it's already quite funny I think. There's no real game over, on each level you have a number of rooms to clear from undead (and probably other monsters) and if you fail a fight you retreat, but you can go back there the day after (hopefully with a better equipment or strategy!).
Each encounter also gives XP proportional to the monster levels. Each encounter is randomized a bit from base values so every time you play should be different (the difference is mostly the enemy levels within a certain range, but the number of them is the same).

Image

Now I plan to fill all the 10 catacombs levels this week, so this part of the game is complete :)
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yayswords
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Re: dungeons exploration

Post by yayswords »

I foresee bug reports based on the bonus xp you get for killing blows :P
If at first try it doesn't explode, it ain't Jack who wrote the code.
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jack1974
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Re: dungeons exploration

Post by jack1974 »

I might even remove that, since I don't think makes much sense anymore in this game (and many people could be confused as you said).
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yayswords
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Re: dungeons exploration

Post by yayswords »

For all my exp whoring in SotW, I never cared to micro that in any way. And it's not just about exp distribution, it's more total exp if you make sure to not kill anything with DoT's. Anyway, it's minimal enough that even I didn't bother with it :P

I say take it out.
If at first try it doesn't explode, it ain't Jack who wrote the code.
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jack1974
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Re: dungeons exploration

Post by jack1974 »

Yes indeed. Done :)
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Jaeger
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Re: dungeons exploration

Post by Jaeger »

I thought you were going to use card-based navigation. Are the dungeon layouts randomized?
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jack1974
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Re: dungeons exploration

Post by jack1974 »

I was thinking only for the robbery mission, the catacombs probably not. I need to think more about it, since each "card" would require more writing to do.
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