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Topics - Hamish

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Ideas / New Monsters
« on: February 09, 2012, 01:59:44 PM »
Combat is not particularly strategic in Dweller, not something that necessarily needs to change in a light dungeon crawl, but it would be good to offer the player an incentive not to kill monsters by order of proximity. An easy way to present the player with some strategic choices would be to expand the range of monsters and their abilities. The bashing, self healing troll and the multiplying blobs are a nice start, and more creatures with a single unique property would add a simple puzzle like element to clearing dungeons.

Some not particularly original ideas could be:

A thief, that steals a few unequipped items from the player and then scarpers - they could even descend levels of the dungeon if we wanted them to be really annoying. (could be a thieving imp, or ape - the theme doesn’t really matter)

A monster healer, that hangs back and supports the beasties who are up front, doing you damage. (Shaman or witch)

A creature that causes blindness in the player, limiting their vision to the immediately surrounding tiles (A dark spectre perhaps)

A monster that reduces the players XP as well as HP (wraith if you wanted the effect as a melee attack or banshee if you wanted it to be ranged)

A variant on the blobs that are less aggressive but tougher - the AI for these could direct them to block up narrow passages clogging up the players progress.

That’s all I have for the time being, they would help spice things up a bit.

Dweller Discussion / Game Balancing Issues
« on: January 28, 2012, 11:36:07 PM »
How about a thread on game balancing issues? I'm all for making dweller a bit tougher, nothing really masochistic but enough to make me weigh up my options a bit more often. A few tweaks like fewer scrolls of recall would make quite a difference.

Ideas / Improving existing features
« on: January 27, 2012, 11:47:14 PM »
Before I start I'd like to say how much I am enjoying Dweller. I have found it to be the most accessible, stable and fun roguelike for android. It is also pretty complete in basic features.

A few of the existing features that I think could be enhanced are:

Doors - at present locked doors can be broken down or picked - neither option takes up much time or effects gameplay in the slightest. It would be nice to introduce a simple lock and key mechanic. A single, strategically chosen door on each level could require a key to open, players could then either find the key or bash down the door. If the player decides to bash the door down they would need to repeatedly attack the door which would have a relatively high number of hit points. to spice things up attacking the door could run the risk of dulling your weapon, reducing its quality to 'Worn'. This mechanic could also be applied to many weaker bolted doors on the level.

Wands and magic books - so far in my experience, wands and magic books function for wizards in exactly the same way, except wands have a limited number of charges. There is no incentive for wizards to use most wands if he has the equivalent spell book. A slight improvement on this might be to have wands behave differently for wizards than for rangers or warriors. For example a wand of fire would have a larger area of effect in the hands of a wizard as opposed to targeting a single enemy when used by a ranger. A wand of teleport would allow a wizard to select exactly where he wanted to go to on a level. This would make wands a more precious resource to manage when playing as a wizard.

Lights - the effect of lighting on the game is nice but could be made more pronounced on some levels. This could be done by reducing the visual range by one square and having all light sources start out as extinguished. The player would then travel around the level lighting lamps as they find them, revealing there surroundings as they go.

What d'you reckon folks?

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