You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
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.
The text was updated successfully, but these errors were encountered:
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:
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.
The text was updated successfully, but these errors were encountered: