Another problem is that because you need to have workers to build you dungeon, and your portals only allow you a relatively small number of creatures, and you cannot choose youself which ones you get. This gives problems if you need to build up your dungeon fast, as you need to throw out creatures just to get more workers. Then later when you have collected ressources, you then need to throw out the workers to get more fighters to train them. This cycle continues if you run out of money and need to get more fast. Which is very inflexible.
I have thought about some changes to the game-play to make the game-play and story elements make more sense, the idea are described in the following three sections:
Control and Interface
The following describes the most important interface elements.
- * The keeper builds rooms and traps, like in DK 1 and 2, but the triggers for the traps are setup as in Evil Genius.
* The keeper spawn as many kobolds as he want, each will drain mana at a rate, so the keepers mana generation rate will limit the number of kobolds, this is the same as in DK 2.
* You do not pick up creatures, instead you click to mark them for moving (they could get a colored aura to show that they are marked), doing this puts them in the cursor stack (as in normal DK 1 & 2). You do not drop creatures, you instead right click on the ground and you will teleport the marked creature at the top of the stack to the new location, and the creature gets unmarked. You can still only drop creatures on your own claimed tiles, except for kobolds which can also be dropped on unclaimed tiles, but not the claimed tiles of the enemy.
Game Tasks
The following are the tasks that the keeper will perform throughout the game:
- * Build rooms, traps and tunnels.
* Select creatures from the portal in a panel (like in Evil Genius, there is a counter for each available creature, which displays the number of creatures that you would like of that type), if the keeper have room for more creatures a new one will spawn every once in a while from each gateway the keeper controls.
* Train creatures.
* Research creature spells (keeper spells are not researched see Keeper stats).
* Build traps in the workshop and place them (traps are not researched see Keeper stats below).
* Fight enemies.
* Capture gateways, to get more creatures. Gateways provide control over creatures, if one of your gateways gets claimed by the enemy, then you will not be able to control any of the creatures from this gateway, they will not die. You can regain control over them by reclaiming the portal.
Keeper stats
The keeper is still a free agent that will take missions for each faction (think Sacrifice), he has his own personality which the player can customize throughout the game, these stats are
- * Spells: the keeper spells (not creature spells) will be obtained by spending points on upgrades in a hierarchy (like in Diablo 2), these points will be earned by gaining experience from researching creature spells, and by using the keeper spells in the game.
* Traps/Doors: the traps and doors will be obtained by spending points on upgrades in a hierarchy (like in Diablo 2), these points will be earned by gaining experience from building traps/doors in the workshop and using them in the game (that is setting them up and getting the enemy to trigger them)
* Creature combat bonuses: upgrade in a hierarchy (like Diablo 2) to get certain bonuses - points for this are obtained by gaining experience from creature combat with the enemy and by training creatures in the training room. The bonuses affects
- * effective fighters
* effective spellcasters
* effective rooms
- * faction specific rooms
So these where my suggestions, say what you think about them and ask questions