Dungeon "Grand"Master redux
Posted: Sat Jul 19, 2008 7:33 am
http://www.dungeon-master.com/forum/vie ... hp?t=21277
link to old thread...
It's apparent I never released it, I frankly Don't even remember what happened to it. I am Right now Hard at work recreating it... Right now for PC dos, Once Fully completed I'll be making 2 versions for RTC, the first will be EXACT port, so no ruins or extra stuff. then an enhanced version which is likely to test out fighter and ninja magic among other features.
But right now thats neither here nor there. So i'm here to talk about the current project: # of monsters and generators should be finished. a few things to note: This is going to be EXTREME hack and slash game... one Idea I'm aiming for is making sure people can't just power walk thou the whole game. So every so often you will find a VERY STRONG monster. I already have like a 300 HP mummy group with 3 "normal" Level 1 mummys and thats BEFORE you get any flasks to heal. So remember to run back close off area's and to war cry some fighter levels.
Other details as per old thread: All normal food is now dragon stakes. However not all food remained food, so in a spot where you find bread and some cheese you might find one dragon stake and a waterskin or a green magic box. ALL normal torch's are BURNT OUT. All blue magic box's are now green. there are 4 cloaks of the night in the dungeons below(besides gothmog's).
Most weapons will be replaced by staff's Most thrown items will be throwing stars. All arrows are now slayers. You will find more copies of Special items in the game. Potions some of the "beta" ones will be in game, All potions should be Mon.
One thing that will NOT change(atleast unless someone would like to help me on this part) is any chested\carried Items will remain untoched.
I am seeking opinions on it, I esp would like help with level 0, right now i completely reworked the path to all the characters, but haven't figured out a good way to give a hint to where the fake walls are. Some passages will be important later on when i get near finished. Ideally I'd like to have a fake\imaginary wall to look a little off but right now i got a few wall text near them that I'm trying to figure out.
Speaking of level editing Every so often I'll change something normally however it will be making imaginary walls to hide some of the more powerful items. I'd like to change the paths but that is a maybe and will be the Final thing done. Puzzles will remain the same, not going to change any text or alter characters.
This is a very Slow and long term project. I think over all maybe 5% complete despite food and water finished.
Dragon will have LOTS more HP. remember pressure pad's esp activating monster generators is set to everything. I may be Extra evil and move a special item on one of those pad's to help generate monsters.
link to old thread...
It's apparent I never released it, I frankly Don't even remember what happened to it. I am Right now Hard at work recreating it... Right now for PC dos, Once Fully completed I'll be making 2 versions for RTC, the first will be EXACT port, so no ruins or extra stuff. then an enhanced version which is likely to test out fighter and ninja magic among other features.
But right now thats neither here nor there. So i'm here to talk about the current project: # of monsters and generators should be finished. a few things to note: This is going to be EXTREME hack and slash game... one Idea I'm aiming for is making sure people can't just power walk thou the whole game. So every so often you will find a VERY STRONG monster. I already have like a 300 HP mummy group with 3 "normal" Level 1 mummys and thats BEFORE you get any flasks to heal. So remember to run back close off area's and to war cry some fighter levels.
Other details as per old thread: All normal food is now dragon stakes. However not all food remained food, so in a spot where you find bread and some cheese you might find one dragon stake and a waterskin or a green magic box. ALL normal torch's are BURNT OUT. All blue magic box's are now green. there are 4 cloaks of the night in the dungeons below(besides gothmog's).
Most weapons will be replaced by staff's Most thrown items will be throwing stars. All arrows are now slayers. You will find more copies of Special items in the game. Potions some of the "beta" ones will be in game, All potions should be Mon.
One thing that will NOT change(atleast unless someone would like to help me on this part) is any chested\carried Items will remain untoched.
I am seeking opinions on it, I esp would like help with level 0, right now i completely reworked the path to all the characters, but haven't figured out a good way to give a hint to where the fake walls are. Some passages will be important later on when i get near finished. Ideally I'd like to have a fake\imaginary wall to look a little off but right now i got a few wall text near them that I'm trying to figure out.
Speaking of level editing Every so often I'll change something normally however it will be making imaginary walls to hide some of the more powerful items. I'd like to change the paths but that is a maybe and will be the Final thing done. Puzzles will remain the same, not going to change any text or alter characters.
This is a very Slow and long term project. I think over all maybe 5% complete despite food and water finished.
Dragon will have LOTS more HP. remember pressure pad's esp activating monster generators is set to everything. I may be Extra evil and move a special item on one of those pad's to help generate monsters.