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Title: Dungeon Dash Post by: DeadPixel on January 18, 2011, 08:46:25 PM EDIT: Decided that this project was a wee bit too ambitious for a month-ish long endeavor. Going to tuck it away for now and find something else to do for this. If a mod wanders by, you can delete this. Thanks!
Two to four (perhaps more) players duke it out in an online card game version of a roguelike dungeon. Expect influences like Nethack, Magic the Gathering, and Munchkin.
Will be using C#/XNA/Player.IO. Will probably (read, definitely) need an artist for cool looking cards and stuff! More to come. Title: Re: Dungeon Dash Post by: Inanimate on January 18, 2011, 09:12:26 PM This sounds very neat! I always like me a good card-game, and a good rogue-like! Can't wait to see how you work this!
Title: Re: Dungeon Dash Post by: DeadPixel on January 19, 2011, 09:04:05 AM Made a (bad) mockup (with borrowed assets) of how the game may be generally laid out.
(http://dl.dropbox.com/u/9640361/mockup.png) The first draft of gameplay:
This will continue to be fleshed out... any feedback? Title: Re: Dungeon Dash Post by: TobiasW on January 19, 2011, 10:10:26 AM Quote This will move them in a random direction. Why a random direction?The rest sounds nice, except... how do the players interact? Title: Re: Dungeon Dash Post by: DeadPixel on January 19, 2011, 10:28:07 AM Quote This will move them in a random direction. Why a random direction?Mostly because I wanted to maintain a map with some persistence, but at the same time invoke the feeling of drawing random room cards off the top of the deck. I don't think I want new rooms discovered every turn. I'll have to see. :) The rest sounds nice, except... how do the players interact? Ya I completely failed to address that, sorry. Player interaction will happen primarily through adventurer abilities, diplomacy, bargaining, and loot trading. For instance the rogue adventurer will be able to lay traps that will trigger on the target player's next explore phase. Casters will have the ability to curse and/or buff other parties. Certain powerful spells like resurrection will be quite rare, and so their use can be bartered away from the owner's hand. Title: Re: Dungeon Dash Post by: TobiasW on January 19, 2011, 10:40:25 AM Mostly because I wanted to maintain a map with some persistence, but at the same time invoke the feeling of drawing random room cards off the top of the deck. I don't think I want new rooms discovered every turn. Then what about letting the player decide the direction, which could either mean thata) he enters an already visible room or b) he draws a random room card? Persistent map check, the feeling of drawing random room cards check - and additionally one more choice for the player. That's a rather common mechanic among board game dungeon crawlers. How about a Munchkin-esque "play nasty cards during the other players turn" mechanic? |