You guys might have tried that game : http://dl.dropbox.com/u/157984/ld20/final/ld20.html
It is not exactly what you describe, but there is some of it : make as much money as you can when selling weapons. But not too expensive, so you don't get crushed by the ennemi.
Could somehow be some source of inspiration.
Is that Reccetear? Haven't had a chance to play that yet, but I've heard quite a lot about it.
frobnic8 wrote:I noticed you mentioned eventual Steam release in the FAQ. As someone who always loses his precious, precious activation keys/full installers, will it be possible to activate pre-orders on Steam?
(Since, you know, the game isn't even out yet and the most important detail you guys should be worrying about right now is future potential integration with a third party distribution platform.)
The reason we ask for an email address when you pre-order is that's your account key: Once the beta starts, you'll be able to set a password (and reset it whenever you want, via a validation email) and use that to login to the game. The beta will be web-driven in order to let us change it often and still keep everyone up to date. That system could easily be replaced by Steam authentication, but we won't be applying to Steam for the beta, that will be something we start for the full version.
TigerKnee wrote:Is the extra class in the special edition the same as the one in the freeware version?
No. The new class in the freeware is just that: A new class that we wanted to test out to see how people took to playing it.
TigerKnee wrote:Will the additional content in the special edition be available through any other means later? I've read the explanation for it but it still leaves a bad taste in my mouth. If however the access to the content can be gotten later I might be more accepting of it.
We won't be selling the Special Edition after the beta ends, that's still intended as something for people who want to support us and/or feel that they enjoyed the freeware a ton. The bonus class might be something we'd offer up as optional DLC if there's demand for it, but I don't think we'd add in the commemorative building too. That doesn't seem right... The class delivered via DLC would probably have to live in the Alchemists, with all the other specials.
zeemeerman2 wrote:I haven't seen much of the actual kingdom system.
WIll the non-dungeon screens feature a world map, like in Super Mario World, a text-based menu, like the freeware Desktop Dungeons, a graphical selection screen like in Purble Place (which comes standard on Vista, like Minesweeper and Solitaire) or a free-roaming world, like the Zelda and Final Fantasy world maps?
The Kingdom system exists to solve multiple problems:
Firstly, it has to allow players to select which dungeon they want to go adventuring in. We've got a secondary map screen that lays out available dungeons for you, displays some stats and lets you see which dungeons have active quests.
Secondly, it has to allow players to interact with their buildings so that they can upgrade them over time and do the various things that the individual buildings provide - like the Tavern is the place to go to make changes to your active quest list.
Thirdly, it has to allow players to select their race, class and preparations when they're about to go adventuring. This is a multi-step process that sometimes recycles buildings for more than one step, it's one of the elements that we seriously want to test.
We want the Kingdom to be graphical and fun, but at the moment we're still using text buttons in place of Lurk's gorgeous building art because text buttons are easier to change. The changes to the metagame that come with the Kingdom are pretty big. We're hoping that they're as fun for you as we think they are.
Herborist wrote:One thing (probably the only thing) I didn't like about the freeware version is that it forced you to switch between classes over and over to complete all of the content. Will the Unity version be similar, or will we be able to stick with our favorite classes and still enjoy the game?
You will have more control over the specific progression of classes and unlocks in the game and I suppose it will be possible to play as one class for most of the game if you'd like to do that. Some quests might require specific classes or races be played, but we'll try to keep those quests optional for players that want to explore rather than super-important for overall Kingdom progression.
The beginning quests don't care what you play as, only that you manage to make the Kingdom safer or rescue the Halflings. Straight puzzle levels will probably set your race and class explicitly though, but we haven't implemented any of those beyond ideas in the design doc yet. DD isn't changing fundamentally though, I suppose people will always be able to argue over where it falls on the roguelike spectrum
Drew wrote:Why doesnt the changeling count towards unlocking stuff like shops?
Because the shop unlocks and the like were coded before the Changeling was added to the game. You're butting up against the complexity problems that have been growing in the GM version over time: We could probably go back and make the new class affect some aspects of the game for completing challenge dungeons with it, but it would take ages for very little reward. Even then, in some instances we don't have anything to unlock with a 19th class: We'd have to add new items to an already rickety system.
Although if that's too disheartening an answer, be aware that 19 doesn't divide nicely by 2 or 3. That makes it only 5 max gold you're missing out on