Posting a few more of my thoughts and questions about campaign mode and the game in general.
Secondly, do you think that this game will be increasingly enjoyable as the campaign length increases? I think certain genres (RPGs, for example) obviously benefit as the playthrough length increases; however, three two-hour rogue-like sessions might be more fun than one six-hour session, because a lot of the fun in a rogue-like is dealing with variable conditions early on, and how the choices that result from these early decisions affect the late game. In other words, the more the player starts a new game, the more fun he has (to some extent).
In some ways, this game is becoming more and more like fantasy XCOM, heh.
Given that the dungeon carving is a such a big part of the game, I wonder if designing dungeons could involve more strategy than it currently does. For example, some regions of the mountain could provide certain production boosts for different types of minions, the mountain could become more difficult to mine the deeper you go in, and so on.
I’m drawing on inspiration from Faster-than-Light and Convoy, games in which <b>every transaction involving resource allocation is important.</b> I believe that every mechanism that a strategy game introduces should be developed on as extensively as possible. In Faster-than-Light, for example, rooms can catch on fire. Fire also interacts with the oxygen and crew mechanisms, because fires can be extinguished by draining oxygen from their immediate vicinity or by sending a crew member to deal with it. This results in somewhat interesting decisions that involve extinguishing fire. In the heat of battle, he has to determine how the fire should be extinguished, either by sending crew or by purging oxygen, and who should be sent. If the doors are damaged while there is a fire, the response becomes more complicated if large sections of the ship are evacuated.
Secondly, there are certain types of crew members (rockmen) who are immune to fire (as well as those who are not), and there are certain types of weapons that can start fires. There are also augments that can suppress fire or mitigate low oxygen. The point is, though, that <b>all of these systems are intertwined.</b> And this is just one little mechanism of the game.
I don’t really see such a network of concerns present in KeeperRL. Such a system exists to some degree, but it’s not very well balanced. For example, the minerals are just sitting there in a cache within the mountain. You mine them and then you spend them. Does mining have any costs to it? Well, it occupies my imps, but that’s not really a big deal because they generally don’t have anything better to do. It also exposes my imps to danger, but they’re usually enough that they can run away, and there’s generally an alternate way to grab the minerals if I really want to get them quickly. Gold attracts bandits, and tree stumps spawn tree spirits, but neither of those are big threats.
Hi,
I need to say that if you decide your campaign mode is achievable, I’d still like to help.
In fact, I am offering to make you a selection of 1/4 size dungeons that you can install with alpha 18. You would find this especially helpful if you are unable to convert any of the alpha 17 dungeons cropped to the right size.
This is a good idea if there are going to have prefabricated dungeons. The developers of Xenonauts, an XCOM-like, had the controversial idea to use prefab maps instead of randomly generated ones, but I think it’s a good idea. Handmade dungeons are always going to look more interesting than automatically generated ones (although there’s no reason why you can’t have a mix of both), and it’s easy for the community to step up to make more maps.
I suggested a rating system for dungeons, but why not have someone who is willing to make the maps do it himself? It’s one less thing to program, and you’ll probably get better dungeons in the end.
On tactics:
Currently, battles don’t involve much more than dancing your keeper back and forth while minions bash each other over the head (or shoot arrows, if they’re clever). I mean, it’s fun for a while, but it really doesn’t offer the sort of tactical game play that XCOM or even Final Fantasy might. Basically, you just use your spells and items to keep the keeper alive and hope that you have a big enough army. If SHTF, then run your keeper back to the dungeon where your traps can kill inordinately large numbers of enemies.
Well, that begs the question, how can this game be more tactically interesting? I guarantee you that simply marching around an ever-increasing death ball of orcs and ogres while it auto-attacks the enemy will not make for an exciting game.
Campaign size. Dimensions of the oveworld map could be adjusted after developing it.
Permadeath. dont send your keeper on invasions!
Attacked on a map you aren’t currently playing.
Complex and tricky. For alpha18 AIs and players might have to take it in turns to attack squares on the overworld.
This means AI cant interupt until an invasion has ended. Then it is the other forces who attack while you must defend. It is their turn. etc.
Alpha 18 map making volunteers. There would be plenty. You may find it hard to unit test Alpha 18 without some keeper maps that you can invade. In Alpha 17 you can only invade them with adventurers. It will be a new thing.
On strategy:
Unlocking potions, weapons and traps.
Would need a technology for each recipe and design.
Also would need to block research in the library until you actually find the books that exist on the map/campaign.
Unlocking minions.
Maybe in Alpha19 campaigns?
Combat tactics.
Yes, the AI of my team could be a problem. They may have a tendency to go running off into traps. Traps need to be taken out using magic (or recruiting bandits;)
Attacked on a map you aren’t currently playing.
Complex and tricky. For alpha18 AIs and players might have to take it in turns to attack squares on the overworld.
This means AI cant interupt until an invasion has ended. Then it is the other forces who attack while you must defend. It is their turn. etc.
Yeah, I thought that something like this might work. There are a couple of scenarios that I imagine:
The problem with all of this is that you need some sort of indication of the start and the end of a battle. In the current single-map system, you can control and release units at will. I would suggest that, in the campaign mission, any time there is a hostile unit in a square that is owned by the player, or vice versa, that the player should be forced into unit control mode
Games like civilisation, chess and risk use turned based strategy.
You have 1 battle and choose the troops you wish to attack with. The battle must then be resolved win/lose and casualties. Then your turn ends and the next player has a turn at attacking.
While the battle takes place all other players and units are idle.
A more complex model for later releases?
Ah. I see your point. Each invasion would have to wind back the game clock to the start of the round. A round starts when someone invades someone else.
Maybe the game clock should just keep running?