Future of the game / suggestion thread

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Re: Future of the game / suggestion thread

Postby Lujo on Fri Jan 24, 2014 11:39 pm

The Avatar wrote:The west one was druid grove (getandafix's original dungeon) and the east was the crypt (Blahblah's original dungeon).


What were they like?
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Re: Future of the game / suggestion thread

Postby Darvin on Fri Jan 24, 2014 11:58 pm

Lujo wrote:
The Avatar wrote:The west one was druid grove (getandafix's original dungeon) and the east was the crypt (Blahblah's original dungeon).


What were they like?

The crypt was very similar to today's VHoS, except it was single boss and every time you attacked BlahBlah every vampire (including Blahblah himself) would be reshrouded. This unfortunately caused an exploit with lifesteal, since it was effectively limitless how many times you could "refill" the vampire enemies. Rather than rework the dungeons main shtick, it was merged with VHoS. Getandafix used to create every type of plant, including barbing bushes. Both bosses have always blinked.

Bit of history regarding Slime Pits and Magma Mines: there was originally a dungeon in the south where goblins mined for slime. I forget what the dungeon was called, but it proved unpopular so it was removed. If you notice, the description of Magma Mines refers to this being the goblin's second plan after a failed slime mining operation, while Slime Pits is the remnants of their old haunt.

Then there was another dungeon in the south (where Ick Swamp is now) which had a river going down the middle. There was a one-way passage across the river, so once you crossed you could not come back. The boss had 90% resist both and weakening, and was a horrific piss-off foe.

In the north there used to be a "Vanishing Oasis" level which featured huge amounts of water that disappeared with every kill you made. The boss was a djinni with fireball retaliation.

There also used to be a dungeon called the "chokebox" and "spike hazard". Their only unique aspects were their layout, and they were removed after only a short time in rotation.


Anyways, lots of dungeons that got cut before the final release.
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Re: Future of the game / suggestion thread

Postby flap on Tue Feb 04, 2014 1:33 pm

A feature for a potential DLC that I am missing :

Ok, we are building a kingdom, an sending rookies all over the place. Some of them come back as veteran. When clicking a race or class building I would love to see who came back (or died) and what they did (dungeon, and level when they came back). I fell that this would really convey the idea of a kingdom getting more and more crowed.

It would also be a way to track how many gnomes I have sent abroad, or which races I tend to use with a thief...
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Re: Future of the game / suggestion thread

Postby gdn on Thu Mar 13, 2014 8:26 pm

all in all i can't think of any real improvement for an addon but more dungeons, more classes, more challenges, more items, more glyphs, ... to play with, but the first thing that poped to my head was: a dungeon in a canalisation with a ratling as the boss! i really loved the ratlings in the tutorial, challenge and puzzle levels, but was a bit sad that you didn't meet them in the dungeons. they make the game a bit more dirty and nasty.

ratlings as a playable race would be even more superior! finding more ways of conversion bonuses is nevertheless tricky. i'm thinking about a good conversion bonus for a ratling race but havent got a solution yet.
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