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Big bucket of suggestions #2  (Read 1738 times)

Offline Zack

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Re: Big bucket of suggestions #2
Reply #4 July 02, 2014, 06:42:53 PM
11) Can you explain what you mean here?
Features designed for monster permadeath mode that might not be too noticeable in a normal mode game but would have a larger effect on monster permadeath mode would be also be a great implementation of this. (similar to the castle upgrades in rogue legacy but not to that magnitude.)

I really like that idea. I'm not happy with Creature Permadeath mode at all right now and this might be exactly what it needs.
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Offline Bazoril

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Re: Big bucket of suggestions #2
Reply #3 July 02, 2014, 06:39:51 PM
11) Can you explain what you mean here?

Once you complete the facilities all that is left is more monster rituals, no new zones and no new castle development. Once you complete that I'm guessing there's nothing left.

The dungeons are infinite, monster levels and nether beast development continues scaling as far as i see. But the castle only scales passively (more rituals allowed, more enchantments on items etc.)

Continued castle development could be things like allowing more parts of the nether egg rituals to be completed at a time, allowing you to go to unique areas, "Installing" modifiers to the castle that affect the mysterious realms (like enabling artifacts to drop rarely in mysterious realms) Facilities to summon bosses, improve your library etc.

These are not exactly suggestions, I don't have any specific suggestions right now but something to allow your castle to scale as you play would be what I'm asking. Features designed for monster permadeath mode that might not be too noticeable in a normal mode game but would have a larger effect on monster permadeath mode would be also be a great implementation of this. (similar to the castle upgrades in rogue legacy but not to that magnitude.)

Offline Zack

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Re: Big bucket of suggestions #2
Reply #2 July 02, 2014, 04:50:21 PM
Thanks for the suggestions!

1) Yeah, it's pretty weird that it just says "The enemy cast Fireball on your creature". That'll be remedied in the next patch, probably.

5) Interesting. This could be some kind of "challenge quest" series that makes the player really think about his team's makeup. I love the idea. That's getting added to the "do this" list for sure.

6) I definitely want to have this at some point too.

7) Pretty awesome idea. The deeper your realm level, the higher the chance of encountering some kind of boss that drops nice things.

8) In the distant future, I want to build on the current Castle Quest system. After you complete the tutorial quests (or just disable them completely at the start of the game), you'll receive new randomly generated Castle Quests that are a lot more in-depth and challenging than the bite-sized Duties.

9) Absolutely a reasonable request. In an expansion, I want a full world where you can actually leave your castle and explore the area around your kingdom. You can form an alliance or turn hostile against other kingdoms and launch kingdom battles, and the way you interact with the overworld will influence your kingdom's power. There will be a lot of ways to tie some lore into this dimension, too.

10) That can definitely be done.

11) Can you explain what you mean here?
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Offline Bazoril

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Big bucket of suggestions #2
Reply #1 July 02, 2014, 04:03:42 PM
I've been considering spell casting on enemy monsters for a while and had a few ideas.

1) Some random encounters could be represented by a malicious external force. http://thylacinestudios.com/forums/index.php/topic,192.0.html gave me this particular idea

2) Each monster could have stats related to spell-casting, some could cast free spells (i know there are a few spell-casting talents) or cast spells at increased power. Some might not be able to cast some spells or have reductions. (dumb as bricks heavy hitters)

3) This would influence how likely enemy groups are to cast spells as well, a group full of a bunch of berserker fiends would be extremely unlikely to cast any spells and if they did they would have a limited selection, where as a group of unicorns or priests would have a much larger selection.

4) Bosses could have unique spells.

5) A much wider availability of realm types would be great. Realms that only allow varying numbers of creatures to enter, for example one monster only to enter and others you might need exactly 3 to enter (either a sub realm or an extra realm selection type) as well as realms that only allow nether creatures or others that only allow normal creatures.

6) Sub realms. (possibly related to the previous suggestion) These realms could be dungeons or towers with several levels and rare chests at the bottom containing things like nether eggs or unique artifact materials (you could remove a lot of the unique artifact material drops from the main dungeon).

7) Rare monster encounters where you could encounter an enemy netherbeast or worse.

8) More interesting quests, possibly spanning multiple levels or requiring you to get to a certain level to continue the quest.

9) Story and lore. (Okay that's not a suggestion, that's just me saying i would like to see the world more alive.)

10) More interesting encounters with other adventurers (enemy mage encounters are kind of bland and the sub realm quests by your castle staff really don't count.)

11) Consistent castle development beyond just unlocking everything once.