Dungeon Crawler

Well, the old description of the game is quite out of date. I'm working on a series of posts (look for ones that start with "Inside the Dungeon") to better explain my current plans for the game, and will compile them into something smaller and put it here once the series is finished. For now, the mission statement, so to speak, for the game is as follows:

I intend to make a turn based RPG with a focus on changing and engaging combat scenarios, player-NPC interactions, player customization and play style choices, and a shifting game world within a slowly expanding game loop.

Again, check the main part of the blog for posts about what I mean by all that. I'm keeping the old idea where it is just for the fun of seeing how far the intended experience of the game has come since I started it.

Oh, and I'm happy to say that the following still very much applies:

The game is currently in active development. The game is being designed so new content can be added easily once the core game is in place. The eventual goal is to allow players to submit their own content that will be added to the game. The game is intended to be a complete experience on its own, but also one that the community can share and add to. With this in mind, the game is free for general distribution, I only ask that credit be given to myself and anyone else who ends up working on this game and that I notify when and where the game is being distributed. On that note, anyone who is interested in having a more active role in development or has general feedback can post in the comments section below or send me an email at CCS210@Aol.com.

The below text is obsolete

but kept around because it's interesting to look back on where this all started.

A large scale text based dungeon crawler I'm working on. The game will have seven different dungeons based on different elements (Air, Fire, Water, Earth, Light, Dark, and Aether) for the player to explore with five levels in each dungeon (more levels are planned to be added in later chapters). Initially only the dungeons corresponding to the four primary elements (Air, Fire, Water, and Earth) are unlocked, but the more advanced dungeons will be unlocked after the player has proved themselves worthy.

The player is able to open up dialogue with the enemies encountered after certain conditions are met in combat. Interacting with enemies in this manner opens up new events within the dungeon and some strong enemies can even be recruited to fight with the player.

Each time the player clears a level in a dungeon they unlock a new skill that can be used in combat. Skills fall into various categories with the player able to equip one skill per category. Each dungeon unlocks unique skills of that element, but only one element can be attuned to at a time. IE the player can have access to a fire based healing skill and a water based healing skill but may only select one of them to use in combat at a time.

As the player progresses through the dungeon, they will gain 'neutral' experience that they then distribute to their level of mastery over the seven elements. Each element gives different stat bonuses, so there is a great degree of freedom in how the player evolves their character.

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