is this the right place for thisI've always sort of thought that
Design was for, well, general design topics and such, and this is more specific because it's for one game that I'd like to make. One day.
Anyway.
PART ONE: DELVING
You go into dungeons with equipment of varying levels, up against obstacles that can be bypassed by various means. Enemies can be fought or avoided (or maybe bribed? tricked? outsmarted?), and most obstacles have such similar ways of dealing with them.
I'm imagining old Zelda-ish combat, top-down with a variety of equipment. You can switch between them easily.
Something more beat-em-uppy or even occasionally bullet-hellish might work too, but I'd like some tactical decisions to be made.
PART TWO: DUNGEONS
Dungeons themselves have a 'level'. This does not, however, represent difficulty: it represents
reward. The trick is, every dungeon also has a
heart which is the
super fucking amazing item that supports the whole place. Escape with it, and the dungeon falls.
At
level 10 you might get
level 10 item drops, but the
heart will be more like a
level 100 item. Crazy.
PART THREE: DEATH
At any time you can leave the dungeon with your loot! However, if you
die, all of your uninsured equipment will be lost.
When you enter the dungeon, you pay X per item you wish to insure. Any other items are lost to the dungeon, should you die.
When you leave the dungeon safely, that insurance goes to waste.
PART FOUR:
THE BIG PART: CONSTRUCTION
People build these dungeons, and they exist on a globally
online scale.
Dungeons rise in level by killing adventurers, and as they rise in level, they attract more adventurers (delvers, whatever). Some adventurers will be in it for the low-risk low-level loot (which can still be cool! The idea is that there will be lots of very interesting possible effects), and other adventurers will invade the same dungeon over and over to get ever closer to the
heart.
Whoever builds a dungeon needs to make some kind of investment (not sure what!), and is rewarded by
collecting all of those lost items. They also set the price for insurance, and can even set up a shop (for healing items, or other things like power-ups that last until the adventurer leaves).
I guess that's all I've got! I've been sorta hiding this idea and I don't know why

Anyone have anything to say? I should probably go to bed. Work in the morning. Aaaaaa
(note :: should I make this more generic? oh well)
LAST NOTE TO OPEN THIS UP A BIT MORE FOR REAL DISCUSSION
lots of games have level editors, but to my knowledge there aren't many mmoish (persistent stuff in an online space) games (note that this would all be single-player interacting with a shared database) that allow you to alter the world.
Of those, even fewer allow you to create a small designed pocket world.
And of
those, even fewer (are there any at all?) want you to actually design a level rather than just whatever crazy sandbox you want to make.