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Post by reaper2191 on Jan 4, 2018 8:52:20 GMT -6
Im a bit late jumping on the forums so forgive me if I missed this if already mentioned...
This idea would be more like a super end game thing, whereas the castle would shift rooms, as well as monsters. This would increase replayability, as a quasi-uber mode, whereas, if a nightmare mode is implemented, this would be more of a god-mode difficulty. As well, this would remove the familiarity of running the same map over and over, causing players to have to figure it out on the fly. One area may not lead to the same place as it did, or a certain boss may have migrated to a new area, or even respawned in different area after killing it, kind of creating an endless dungeon feel. It doesnt need to be rogue-like, even though that seems to be the wagon people are jumping on.
A problem that I face with a lot of games I play is that you play through it a couple times on different characters, or difficulties, but its still the same game. Replayability is a huge things for me, as a game should make me want to pick it up again every time I look at it, as a "What's going to happen this time" mentality. I own a lot of games where I see them and its just a meh feeling. Been there and done that. People want a game with a lot of substance and I think this would be a pretty cool idea for this type of game.
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Enkeria
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Post by Enkeria on Jan 4, 2018 11:28:33 GMT -6
Hey.
Welcome.
Yeah. A nightmare difficulty are currently nothing we know much about, more than its coming. But randomize monsters and where to find items in the castle have been brought up before.
I don't know if changing actual rooms could be a thing since the caramel map is not about rooms one by one, but rather a complete design in itself.
There are modes.. yeah. And after feedback they could kinda either take it with them for their next project, or make a patch to give us endgame content of some kind.
Would be cool to have a new adventure each time, with some rules. But as it stands, and what the castle is all about is exploration and having fun while doing it.
Would you be interested still if this was like a Rougelike dungeon mode instead? Each room in a bit more linear way? Or perhaps have a few places in the actual castle which would randomly change every time you visited them? Like a long corridor or a bigger room? If yes, what would it contain to make it more satisfying?
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Post by reaper2191 on Jan 4, 2018 17:07:14 GMT -6
Hey. Welcome. Yeah. A nightmare difficulty are currently nothing we know much about, more than its coming. But randomize monsters and where to find items in the castle have been brought up before. I don't know if changing actual rooms could be a thing since the caramel map is not about rooms one by one, but rather a complete design in itself. There are modes.. yeah. And after feedback they could kinda either take it with them for their next project, or make a patch to give us endgame content of some kind. Would be cool to have a new adventure each time, with some rules. But as it stands, and what the castle is all about is exploration and having fun while doing it. Would you be interested still if this was like a Rougelike dungeon mode instead? Each room in a bit more linear way? Or perhaps have a few places in the actual castle which would randomly change every time you visited them? Like a long corridor or a bigger room? If yes, what would it contain to make it more satisfying? I understand what you are saying with a structured map. I guess what I was thinking was more of what Bloodborne did with it's end-game, where you would gather items and create stupid-hard dungeons, based on the combination of items. As far as what you brought up, a way I could go with that would be say make random rooms timed gauntlets, no matter the size or length of the room. For instance: Player walks into a room and a 2 min timer starts. Said player has to kill x amount of monsters in the time frame, where x is unknown, which would add a bit of "OMG make it stop!" factor. Monsters wouldn't necessarily increase in difficulty perse, but rather in numbers. So as soon as the timer starts there's 5 zombies in a room. When it hits 30sec, 50 have spawned in total, not at once (but that could be something to see for a challenge). If you dont make it in the time frame, then its game over, as completing it would be the only way past that room. Now the gauntlet rooms would generate randomly each time, so it wont always be in the same place. Would this sound more plausible?
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Pure Miriam
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[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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Post by Pure Miriam on Jan 5, 2018 5:36:17 GMT -6
reaper2191I believe most of what you want is already on the game, in a way. Since you said you are late on the forums, maybe you don't know it. Nightmare Mode was a stretch goal. As far as we know, it will be a "harder than hard" mode. Order of Ecclesia had a Hard mode where harder, higher level enemies would show up earlier, shifted around the game. Changing the map is MUCH harder, that requires lots of resources and the main game would necessarily need to be "less unique" in order to make it easier to change it's shape and looks around. The game will have a mode for that: Roguelike Dungeon Mode will be a mode where the game will create a random castle every single time you enter it, where you will battle enemies and will have to figure it out a way to finish it, maybe with a random boss at the end. As they explained: IProcedurally generated dungeons. In this mode you’ll face a new castle every time, braving its treacherous (and massive) halls for loot, glory, and the simple, satisfying feeling of going where no Miriam has gone before.
So, i believe that what you want is more or less covered by Nightmare Mode and Roguelike Dungeon Mode, although not in the same main game mode.
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Post by Enkeria on Jan 5, 2018 7:53:20 GMT -6
So a Time Attack mode? I don't think we have such a thing in the game, not yet anyway. Would be cool. Enter a room and get a timer? This is perhaps applied on a boss or when you actually fight the bosses in Boss Rush mode, if you need to kill enemies in between bosses, like some sort of bonus round. Main game will probably be as it is right now, a solid piece of construct with added effects, monsters and loot. But I like the ideas you have reaper2191 - Perhaps inspiration for, like I said, their next project or future patches for Bloodstained!
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Post by neff on Jan 5, 2018 8:16:56 GMT -6
Yeah, I have a feeling the roguelike may be what you are looking for. I'm looking foward to it too, it sounds like a better version of harmony of despair.
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Post by reaper2191 on Jan 5, 2018 9:20:23 GMT -6
I appreciate all the feedback. There are a lot of great suggestions for additions to the game I have read.
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