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Room levels

PostPosted: 03 May 2012, 12:09
by xahodo
Rooms could have levels attached to them. For each room this would translate to a different function. Instead of rooms gaining experience, you must buy upgrades from money. Each upgrade could have a different effect.

Here's a nice list of ideas concerning that:
  • In the resting chamber, better creatures could be accommodated and/or resting time could decrease.
  • The training room could unlock abilities and at a later level it could increase attack speed, increase defense and perhaps allow creatures to attract money from opponent creatures when they kill.
  • The prison could hold higher level creatures (more secure).
  • The library can research higher level spells, or perhaps spells of a different branch.

Thoughts?

Re: Room levels

PostPosted: 03 May 2012, 22:08
by svenskmand
Although the ideas sounds interesting, we should also keep in mind that we do not want to have excessive micromanangement, i.e. think StarCraft. The game should not require you to be playing all the time in order to have the skills to be able to micromanage your dungeon.

Re: Room levels

PostPosted: 04 May 2012, 07:37
by xahodo
The creatures should be able to use their abilities themselves. By the way: in dungeon keeper 2 each and every creature had abilities (the imp, for example, gets a teleport ability at higher levels which it automatically uses).