I have recently come up with an idea while working at my summer job...instead of traditional crawling public dungeons to meet other players and find treasure etc etc why not have your own dungeon, your own treasure and your own defenses? In this game players can place where they're treasure is in the dungeon and will have a limited number of traps to place in your dungeon, you cannot however surround your treasure with traps or the entrance with traps, you must place them in a smart sparing way to try and take the players hp down to zero. Each trap has a certain number of damage points and you must try to uncover squares in a minesweeper sort of way to find the treasure. Levels will be gained with the number of dungeons you can clear i.e to get to level 2 you have to clear 1 dungeon and so on and the more levels you gain the more traps you can place in your dungeon and to expand the size of your dungeon you must gain 5 levels and so on
Features
Real Time Sidechat
Player Made Dungeons
Player Made Dungeon Raiding
2D Dungeon Raiding Map
2D Dungeon Editing Map
Languages
PHP
Javascript
AJAX
A tiny bit of JQuery
Dungeon Overlord
Dungeon Overlord
Coding-PHP, Javascript, C++, HTML, mySQL
Modeling/Art-Blender, GIMP
Games-Unity, Game Maker 8
Modeling/Art-Blender, GIMP
Games-Unity, Game Maker 8
Re: Dungeon Overlord
Now this is a bit of game theorizing, but why do you have to utterly beat them/make the other players HP go to zero, to advance at all?
It'd be good if you could get some small amount of points if you can drop them to half HP, or something.
That way you can design the dungeon with a bit more artistic flair rather than hardcore chess like strategy in mind, since even you build the dungeon the way you imagine a dungeon and not the way that's most likely to remove all their hitpoints, you'll still score a few points as your likely to swat 'em to half, probably.
I mean, we have dungeons because we like the fiction - it's too bad if the challenge is cranked up so high that we ignore the fiction when we build our dungeon because otherwise were likely to lose. If someone builds a dungeon that does not look like a dungeon in any way, but is great at kicking enemy players butts, it's ceased to have a fun fiction element.
Anyway, just a theory, if you get what I mean.
It'd be good if you could get some small amount of points if you can drop them to half HP, or something.
That way you can design the dungeon with a bit more artistic flair rather than hardcore chess like strategy in mind, since even you build the dungeon the way you imagine a dungeon and not the way that's most likely to remove all their hitpoints, you'll still score a few points as your likely to swat 'em to half, probably.
I mean, we have dungeons because we like the fiction - it's too bad if the challenge is cranked up so high that we ignore the fiction when we build our dungeon because otherwise were likely to lose. If someone builds a dungeon that does not look like a dungeon in any way, but is great at kicking enemy players butts, it's ceased to have a fun fiction element.
Anyway, just a theory, if you get what I mean.
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Driftwurld : My Browser Game WIP
Philosopher Gamer : My Blog
Re: Dungeon Overlord
So...
1) There's instanced dungeon crawling... But instead of fighting monsters you uncover squares as if it was minesweeper.
2) There's a linear progression... (Which means the traps you uncover can be placed in a certain spot and the game then becomes easy)
3) But to counter-act that you have player-made dungeons... So how is there linear progression with player-made dungeons?
4) I'm just really confused and I feel that you left out a lot of necessary information in your description. I'm tired so I could be interpreting everything wrong.
P.S.
AJAX isn't a language. It is a methodology. It stands for Asynchronous Javascript and XML, so therefore using an interpreted language and a scripting utility.
1) There's instanced dungeon crawling... But instead of fighting monsters you uncover squares as if it was minesweeper.
2) There's a linear progression... (Which means the traps you uncover can be placed in a certain spot and the game then becomes easy)
3) But to counter-act that you have player-made dungeons... So how is there linear progression with player-made dungeons?
4) I'm just really confused and I feel that you left out a lot of necessary information in your description. I'm tired so I could be interpreting everything wrong.
P.S.
AJAX isn't a language. It is a methodology. It stands for Asynchronous Javascript and XML, so therefore using an interpreted language and a scripting utility.