tukkek / javelin

Party-based roguelike (open-source strategy-RPG game).
https://javelinrl.wordpress.com/
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Gauntlet #296

Open tukkek opened 3 years ago

tukkek commented 3 years ago

A Dungeon Feature and type of World Location and Fight Mechanic that starts as an easy fight but keeps pushing your limits until you give or get overwhelmed (something like EL-1 to one step up per round, confirmed or denied by the player).

This would be nice because the fix to #293 removed some of the more interesting early-game locations on the map (namely Low Tier Haunts, not by a lot but still, by a few at least). This new concept would make sense both from a gameplay and thematic perspective to scale to player level, so it "should" scale from early to late game seamlessly. In Dungeons and as a Haunt or Branch mechanic it should start from the baseline EL though.

A upper limit could be enforced as well, maybe CR+5 or something to that effect.

The reward from defeating succeeding battles would simply be the total combined amount of gold and XP but it can be later on improved to show an Item reward beforehand so the player decides whether to risk is worth it or not.

This differ from waves in the sense that Waves are encounters of (ideally) the exact same EL, in succession, making it a more challenging encounter to beat overall. Meanwhile this is different encounters, either generated from the same monster pool or Upgraded from the last one (perhaps with a 50-50% chance, with upgraded being the fallback in case en encounter fails to generate).

If the Encounter starts at Difficult (compared to the baseline EL), a free heal can be provided if the next challenge is accepted, making it a fair series of high-risk, high-reward encounters that isn't found in the rest of the game.

The Mechanic and Feature can later be re-used in Branches #254 as well.

tukkek commented 3 years ago

As a Dungeon feature, this would use a naturally generated random Map from a RandomDungeonEncounter and the Dungeon's monster pool.

As a a World Location, it would use Terrain Maps and Monsters.

As a Haunt mechanic, it would use the Haunt map and the Haunt Monster pool.