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Incorporating new engine features into Empyrean Campaign #973

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dorkster opened this issue Oct 20, 2024 · 0 comments
Open

Incorporating new engine features into Empyrean Campaign #973

dorkster opened this issue Oct 20, 2024 · 0 comments

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@dorkster
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In 1.14, the engine gained the capability for level-scaled enemies. In 1.15, we have the ability to create randomized, level-scaled items. I think it would be wise to do something with these features for our game. To not interfere with the existing content design, I think it'd be best to silo this off into a map that the player can visit at any time (likely through Hyperspace).

A couple reasons to do this:

  • Provides a real-world use case to actually put these features to the test
  • Serves as an example for modders wanting to do their own thing with these features
  • More content for players. Especially for end-game players, since current item design stops at player level 16.

For map design, I'm thinking a very simple grid of locked rooms. Each room has one key, either dropped by an enemy or in a chest. Players can choose the path they want to take by unlocking one of the doors in each room.

We should also have a quest here to both direct players to it and to give it some purpose. Udana will send the player on a hunt for some rare ingots that she can use to craft randomized equipment. Each time the player enters the dungeon, one or more "boss" enemies will spawn in random rooms. They will drop the aforementioned ingots on defeat. The quest might have a few stages, each unlocking higher tier gear from Udana.

@dorkster dorkster added this to the 1.15 milestone Oct 20, 2024
@dorkster dorkster added this to v1.15 Oct 20, 2024
@dorkster dorkster moved this to Todo in v1.15 Oct 20, 2024
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