Denryu Denryu

How are dungeons going to work?

How are dungeons going to work?

I was just wondering - are dungeons going to only take up one one outdoor map square, and when you enter it you get a load screen and then you are in the dungeon environment with that group? Or is the dungeon going to be a separate map beneath the outdoor map (so a square of movement in the dungeon = a square a movement outdoors.)

So as you are exporing a dungeon, do you just move the units in the dungeon one or two squares per turn, therfore taking many turns to explore the dungeon, or do you "zone in" and then can explore the entire dungeon during one movement phase (sort of like treating the dungeon as if it were a tactical battle)

Or is dungeon exploration going to be handled in some other way? has anyone heard anything specific?

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Reply #26 Top

Quoting BoogieBac, reply 21
I dont know if I mentoned this in another thread, but one idea I had (again, ideas are the easy part) would be to allow certain dungeons (catagorized into caverns, ruins, and towers), once cleared, and a spell of control is cast upon them, to be 'tapped' for recruitable creatures.

Almost like our current setup...you need an Archery to train Bowmen, Stable to train Calvary...here, each controlled dungeon would unlock various creatures that could be trained as 'units' in your various armies.

Again, just an idea, but a fun way to make dungeons more useful (especially if only certain races have hte proper spell).

I like the idea of being able to recruit from some dungeons. It seems like that would favor the Fallen though, to maintain game world suspension of disbelief. It seems like havingevil creatures being recruited to the good guys arnt would be strange...although I guess there could be neutral critters in dungeons. Also, the creatures that are supposed to be exceedingly rare and difficult to recruit, such as dragons, that makes perfect sense that they would be in the depths of the larger dungeons...

It will definitely be interesting to watch this idea develop.

Reply #27 Top

Quoting Denryu, reply 1
... I like the idea of being able to recruit from some dungeons. It seems like that would favor the Fallen though, to maintain game world suspension of disbelief. It seems like havingevil creatures being recruited to the good guys arnt would be strange...although I guess there could be neutral critters in dungeons. ...

Hmm. I hadn't even considered the idea that all 'dungeons' would be inhabited only by evil creatures. Some combo of my own weird RPG history and thinking about object-oriented programming had me seeing these things as very flexible objects, especially given the tentative "caverns, ruins, and and towers" categories.

Just because you live in ruins or an isolated tower shouldn't automatically mean you're evil. When I think about it, that actually seems like a story-level slight to the Fallen--shouldn't they have the option to ally with evil things they find in dank caverns and take glee in burning out a nest of dryads in some old sacred grove?

Reply #28 Top

I agree with GW Swicord...  depending on the dungeon type "caverns, ruins, towers, caves, sacred grove, ancient temple, etc., "   the units can be good, neutral or evil. 

Reply #29 Top

2. Simple Assets: Most of our asset making time will be spent on units, buildings, and art for the game worlds. The solution for dungeons cannot be a full 3d 'Diablo-esque' maze for your away party to explore. Our artists little hands would fall off...and they like their hands.

Boogiebac, one thought I had about this - are the tools for making these assets something proprietary that you would/could distribute to the fan base during beta? I am betting there are a lot of people that would "work for free" to have the chance to contribute to the game (maybe honorable mention in the credits?)

How hard would it be to learn how to make these assets? Maybe we could create the basic assets and you guys could clean them up if needed - or would cleaning them up be more work than just creating them from scratch?

If this is a viable option, you guys could even say during beta "we need this, we need that, please have your submissions into us by <date/time> for consideration.

Reply #30 Top

Quoting alway, reply 23

Quoting BoogieBac, reply 4
Our artists little hands would fall off...



Perhaps you could use them as special collectable items in the collecter's addition! Just put them in little sandwich bags and insert them into the boxes!

Using dungeons to train units is an interesting idea. Imagine a scenario where an enemy takes the nearby town, but you still control the dungeon without them knowing it. They then move their army on to try and take your next town, when all of a sudden a horde of crazed monsters emerge from the cave right next to the town they just left!

oh man!  I'd buy that.     "SUPER SPECIAL EDITION:   Includes Severed hand of an artist on the project"

I'd vote you change your intern policy (I remember brad posting in Sins forums before about how stardock was recruiting for long-term employees, not temps or interns.   I'm not sure if that was a forever deal, or just that particular situation, but I took it to mean you didn't take interns in general)   Because if you need some extra hands to be given away in collector's boxes, then thats how you could get them.   And I know some people who might sacrifice a hand or two to get an internship with a nice company like Stardock.  (they'd teach themselves to draw with their less dominant hand so that was the one they lost 1st, but that isn't the point)