Game Design? Nope, Chuck Testa! (dev blog)

All things Desktop Dungeons

Game Design? Nope, Chuck Testa! (dev blog)

Postby Darvin on Thu Mar 07, 2013 8:55 pm

Dev blog over here

The taxidermist has very little to offer to the game right now. Because trophy prices don't fluctuate so wildly anymore the information he provides is just a completion list, and is completely meaningless after you've defeated Horatio. His only purpose is figuring out which trophies you need to access Horatio, which is pretty narrow and something you may only need to check on three or four times ever.

I'd think you will need to add some new feature to his building to get people to use it with any degree of frequency, or else change the way trophies work (again...)
User avatar
Darvin
 
Posts: 3146
Joined: Thu Jun 02, 2011 1:44 am

Re: Game Design? Nope, Chuck Testa! (dev blog)

Postby The Avatar on Thu Mar 07, 2013 9:57 pm

Yeah, Taxidermist is meaningless after you win, and there's no obvious way you introduce the building.
JakshdfFiha$#jaigb532i97fbnPKASN*@)sdjbau9a0)f+,Ahghs*hr)sk_sabdh^ujsbUA3{mvio/~dgffdsT^klndf,#ikon%(d

I speak chaos.
User avatar
The Avatar
 
Posts: 4453
Joined: Mon Sep 12, 2011 8:52 pm
Location: Demonic Library

Re: Game Design? Nope, Chuck Testa! (dev blog)

Postby Bloggorus on Thu Mar 07, 2013 10:46 pm

Suggestions ranged from tying Kingdom progression to monster trophies directly (like it used to be before the beta was actually available to anyone outside QCF)...


Great idea. Gold is boring and it's possible to grind and unlock everything in a very small amount of time whilst ignoring other content. Tying unlocks to guilds will slow things down and force players to explore more content rather than grinding through one dungeon.

...to introducing more in-game story events to make players more aware of the existence of a Big Bad™ as they came closer to a confrontation.


I'd prefer less text and more interaction. Make the taxidermist relevant by giving players a reason to visit and interact with him, rather than forcing them to read slabs of text in the Taxidermist panel.

The disease is a lack of interactivity, the symptom is players not visiting him. Don't treat the symptoms, treat the disease.

You could always roll the advisor into the Taxidermist. The taxidermist if a face without a voice and the advisor is a voice without a face.

Have him give you random strategies and things when you pay 10 gold, kind of like a junkie informant in every cop show ever. Or even hame him generate suggested race, class, god and prep synergies.
User avatar
Bloggorus
 
Posts: 395
Joined: Sun Feb 26, 2012 10:59 pm
Location: Orstraleeea

Re: Game Design? Nope, Chuck Testa! (dev blog)

Postby The Avatar on Thu Mar 07, 2013 11:43 pm

On the topic of the taxidermist and the portrait on the dev design blog, I think a taxidermist could be a very interesting class for special edition buyers.
JakshdfFiha$#jaigb532i97fbnPKASN*@)sdjbau9a0)f+,Ahghs*hr)sk_sabdh^ujsbUA3{mvio/~dgffdsT^klndf,#ikon%(d

I speak chaos.
User avatar
The Avatar
 
Posts: 4453
Joined: Mon Sep 12, 2011 8:52 pm
Location: Demonic Library

Re: Game Design? Nope, Chuck Testa! (dev blog)

Postby squirrelnest on Fri Mar 08, 2013 12:26 am

The taxidermist is quite boring.

The above suggestion of having him provide the player with suggestions is a pretty good sugg-, idea. I also think, if your artist could possibly find the time, turning it in to a crazy-hunter-style trophy room, with goo blob rugs and zombie coat racks (all in front of fireplace) that fills in over time could be fun.
User avatar
squirrelnest
 
Posts: 76
Joined: Fri Jun 08, 2012 7:34 am

Re: Game Design? Nope, Chuck Testa! (dev blog)

Postby Bloggorus on Fri Mar 08, 2013 12:52 am

The Avatar wrote:On the topic of the taxidermist and the portrait on the dev design blog, I think a taxidermist could be a very interesting class for special edition buyers.


Taxidermist:

Formaldehyde: All enemies drop Preserved Trophy (random positive and negative effect on conversion) on death.
Opportunist : 1 Layer of lifesteal for every status effect on a monster
Economic Outsider : Starts the game with 0 gold. Monsters drop 1 gold on death.
User avatar
Bloggorus
 
Posts: 395
Joined: Sun Feb 26, 2012 10:59 pm
Location: Orstraleeea

Re: Game Design? Nope, Chuck Testa! (dev blog)

Postby Bloggorus on Fri Mar 08, 2013 12:53 am

squirrelnest wrote:The taxidermist is quite boring.

The above suggestion of having him provide the player with suggestions is a pretty good sugg-, idea. I also think, if your artist could possibly find the time, turning it in to a crazy-hunter-style trophy room, with goo blob rugs and zombie coat racks (all in front of fireplace) that fills in over time could be fun.


I agree with this. Also, it could be a good place to house achievements; like a trophy for killing 100 of every monster, or reducing a Goo Blob boss to 0 resistances, or finishing a berserker run without attacking anything.

edit: actually now that I think about it this seems like a REALLY good way of giving player a reason to visit the taxidermist; to check on trophy progression.

Cue players compiling lists of acheivements in 3...2...1...
Last edited by Bloggorus on Fri Mar 08, 2013 1:03 am, edited 1 time in total.
User avatar
Bloggorus
 
Posts: 395
Joined: Sun Feb 26, 2012 10:59 pm
Location: Orstraleeea

Re: Game Design? Nope, Chuck Testa! (dev blog)

Postby dislekcia on Fri Mar 08, 2013 1:03 am

The Taxidermist problem is mostly to do with new players not understanding why their gold returns for winning are declining. We're talking early-game participation here, late game isn't the problem.

Although the achievements thing is a good idea, the Steam page is where that stuff needs to live ;)
User avatar
dislekcia
 
Posts: 1756
Joined: Fri Mar 25, 2011 5:58 pm
Location: Cape Town, South Africa

Re: Game Design? Nope, Chuck Testa! (dev blog)

Postby Bloggorus on Fri Mar 08, 2013 1:13 am

Aw man, I had this fabulous vision of actual trophies hanging on the inside of the taxidermist's house.
User avatar
Bloggorus
 
Posts: 395
Joined: Sun Feb 26, 2012 10:59 pm
Location: Orstraleeea

Re: Game Design? Nope, Chuck Testa! (dev blog)

Postby The Avatar on Fri Mar 08, 2013 1:46 am

Same. That way you could have achievements outside of steam, for those who aren't going to use it. That would be awesome.
JakshdfFiha$#jaigb532i97fbnPKASN*@)sdjbau9a0)f+,Ahghs*hr)sk_sabdh^ujsbUA3{mvio/~dgffdsT^klndf,#ikon%(d

I speak chaos.
User avatar
The Avatar
 
Posts: 4453
Joined: Mon Sep 12, 2011 8:52 pm
Location: Demonic Library

Next

Return to Desktop Dungeons

Who is online

Users browsing this forum: Bing [Bot], Google [Bot], Yahoo [Bot] and 2 guests

cron