Procedural Generated Dynamic Dungeon Master

 Gameplay:

  • Asyncronous Rpg Functions: The player plays as a action game, but the computer ai plays as a card game, cards are picked randomly = cause events, dungeon master resources limit their potency.
  • Stage Deck: Each dungeon has its own unique dungeon master, which holds different set of cards / quantity, thus different chance of each event to happen
  • Resource: every time the dungeon master doesnt play a card for a turn he gains +1 resource, so resource cost 3 means wait 3 turns to play that card

Cards:

  • Commander: cost 3, champion monster spawns at target room[mini-boss], guarding it [immobile]
    >Generator: Periodically spawns +1 monster of same type [necromancer spawns skeletons]
    >Room Food cap 2-9: Modifies the room attribute to hold +x additional monsters, when the room's food cap is reached additional generated monsters will leave the room and wander randomly
  • Wave: cost 1-3, summons 3-10 wandering monsters at random positions of the dungeon, these monsters are not linked together
  • Monster Leesh: cost 0, the nearest 3 non linked monsters become linked, they will travel together, and attack as a party
  • Reveal: cost 1, Reveals the position of the player party to all randomly wondering monsters, the monsters will then seek the players. Does not affect linked monster parties. This is rare event, e.g card quantity = 1, the ai uses it only after 10+ monsters exist to avoid them dying too soon
  • Farm: cost 0, +1 permanent room food cap at a room that holds a commander [rare]
  • Trap: cost 0, generates a random trap at a random room
  • Lock: cost 0, target door becames locked, cannot be used on rooms that are mandotary to finish, e.x collapse / flood pathway. Alternatively can be used everywhere but a key item required to open the path is placed elsewhere e.x bomb, key, hair dryer.
  • Enrage: cost 0, after 2 min, draw 10 cards, these can be used at no cost [rare][Requires: Total Turns > 50]
  • Mirror Trap: spawn player party clones and let them wander as monsters once it activates.
    >one-off effect that only players can activate
    >vs multiple version that has infinite charges and can be activated by monsters too, causing an opposing faction monster to spawn that will attack the spawner.
  • Trap Hallway: cost 3, a path that connect two rooms together is fully trapped, it obtains 3 traps of the same type, the traps are placed in a continuous manner, one after the other, so you must dodge all 3 to pass through this path
  • Spawn Path: paths can be spawned later to create dead ends or to connect to the finishing room at a later time, e.g when a condition is filled
  • Difficult Increase: Increase all monsters' level by 1, affects subsequent monster spawned as well, Cooldown: every 25 turns
  • Healing Trap: heals living and damages undead. monsters can exploit it by standing on it and becoming unkillable
  • Mazify: walls are build in a "room" that make traversal harder, this can be used to protect the dungeon matter's life point orb from being attacked, e.g imagine a 50x50 size room that is empty, when player goes near dungeon master, it starts forming walls that require to choose another path instead of straight line, in fact recasting mazify on same room will destroy the room walls and rebuild mazify effect from start, causing you to alter again your path. Conclusion: you must be fast to avoid it.

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