Rooms and its use

Rooms and its use

Postby Danimal » 07 Apr 2014, 17:00

Just as the title says, i doubt anyone hasnt played any dungeon keeper, but here it goes for completion sake:

Dormitory (lair): place for creatures to make a bed to rest and refill their HP, nothing will join you without a few blocks of it
Feedery (hatchery): creates chickens for your creatures to eat, basic room to attract creatures
Treasure room: stores gold, basic room to attract creatures
Training room: Your creatures train here to rise its levels, it cost a bit of gold to train them. it attracts warrior minded creatures
Library: Place to research and advance in your specialization tree, or alternatively if thats never implemented to research rooms and spells; it attracts inteligent creatures like the cultist or warlock.
Forge: this room is needed for traps and doors to be crafted, it attracts blacksmith type creature to work on it.
Prison: Defeated enemy creatures are locked here, when they die of hunger they return as an skeleton
Torture Chamber: captured creatures can be tortured here to reveal information on their keeper or join your side, it attracts a S&M creature
Guard Post: any creature dropped here stands on guard until it gets tired, should it attract something?
Graveyard: corpses are stored here, when enougth of them have rotted, a creatures appears.

Special rooms:
Dungeon heart: destroy others to win or loose yours and get a "game over"
Portal: creatures join youfrom it once it has been claimed and their room requesites are meet
Hero portal: only heroes spawn from them, destroy at all cost
Bridge: to pass water or lava
*Proposal* - Special monuments with some power, like mana fountains, unlimited pot of gold or access to a spell not available by any other means.

Specialized keeper rooms: All of them are just proposals and they all attract a special creature and promotes basic creatures
War:
"Arena": creatures battle each other when dropped here, free training but creatures get injured and near death, creatures become happier
"fire pit": ???? no idea for a function, attracts special creature, promotes basic creature
Magic:
"Dark temple": creatures generate mana by praying, happier creatures.
"Hall of the dead":???? no idea for a function,
Stealth:
"Casino": Gets money, happier creatures (Jackpot winner!!)
"Den of thieves": ???? no idea for a function,
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Re: Rooms and its use

Postby Bertram » 08 Apr 2014, 08:54

Same here, could this be added to the website as (evolving) doc?
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Re: Rooms and its use

Postby Danimal » 08 Apr 2014, 19:23

Well, rigth now this is the only i can help with, sadly i dont have much time to model.

What do you think of the graveyard creating Necrofages and ghosts? or we could go with the vampires like in dk.
Necrofage from blendswap:
Image

Ghost image for "inspiration" (from king´s bounty game):
Image
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Re: Rooms and its use

Postby Bertram » 09 Apr 2014, 08:53

Hi Danimal,

Np, if you can't model or anything atm. I still have a lot to figure out on my own to incorporate models correctly and provide doc about it, anyway. ;)
But having precise lists of what/where and how is exactly what devs need to focus our work and yours more efficiently.
Plus, as Nido said, talk is cheaper than coding/modeling.

I love the zombies approach, and ghosts could be an upgrade to the cemetery, right? I'm not sure about vampires. Do we really want to copy DK in every aspects? I think not, right?

Btw, my latest patch make your worker minion claim walls. One step closer to actual room management. :D

Best regards,
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Re: Rooms and its use

Postby Danimal » 09 Apr 2014, 09:24

Hi Bertram, i was happy at knowing the kobolds now claim walls, this is finally starting to resemble a game :D (does the claimed wall have a different texture?) ; i also dont want to add vampires to graveyards since we already are way too close to the original DK. Graveyards could function with some ramdoness, after X (10?) corpses have roted you get a magic resistant but physically average necrofage or a very resistant physically but magically weak ghost.

I wont be able model freely as long as my uni test are close, but im getting things done slowly
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Re: Rooms and its use

Postby Bertram » 09 Apr 2014, 14:03

(does the claimed wall have a different texture?)

Currently (I only applied what was alread there, btw, using the same logic I saw in the code), Claimed walls are "Castle" walls tainted to the color of your team as a result of a commonly applied claiming mechanism. I wish I could post a screenshot but I guess I'll rather make a new win 32 binary once the patches are accepted. ;)

i also dont want to add vampires to graveyards since we already are way too close to the original DK. Graveyards could function with some ramdoness, after X (10?) corpses have roted you get a magic resistant but physically average necrofage or a very resistant physically but magically weak ghost.

I like the randomness of it. Ghosts could also come from a Keeper specialization, too. (Just throwing ideas.)
Btw, in DK, I know the creatures spawned were obtained according to the rooms you had. Is that desired? Or not really?

I wont be able model freely as long as my uni test are close, but im getting things done slowly

Np, there is so much on the dev side to do just to catch up with the current basic features, that I won't mind about this, don't worry. ;)
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Re: Rooms and its use

Postby Danimal » 09 Apr 2014, 15:03

Btw, in DK, I know the creatures spawned were obtained according to the rooms you had. Is that desired? Or not really?

Absolutely, getting your choosing of rooms as fast as posible in the level was a need. If not, we would anyways get all the creatures and never build anything save for treasure/lair/hatchery/training. Also rooms size affected creatures chances to appear (big library meant you had a lot of mages) and some only appeared when a room was over a certain size.
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Re: Rooms and its use

Postby Bertram » 09 Apr 2014, 15:19

Ok, then I'll need the exact rules linking spawnable creatures and the rooms type, shapes, number, ... you have.
Could you emphasize about all this? (Especially the part with the currently implemented rooms?)
I do think I could code that now, with maybe something special to permit keeping spawning the other creatures and still have the demo showcase effect we have now.

It would be fun to start anew and see creatures spawn only when you start adding bed room tiles, for instance. :)
Note that atm, creatures don't know what being hungry means. All that needs to be added later, with metric rules I'll need to know. ;)
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Re: Rooms and its use

Postby Danimal » 09 Apr 2014, 17:17

Bertram you are unstoppable... ;)
Lets go easy for now since we dont have much:

Lair: (the basic of the basics)
Cave hornet
Spider
Cockroach - I cant remember if its an existing creature or not

Lair + Hatchery:
Goblin
Tentacle

Lair + Hatchery + Treasure room:
Dragon

Lair + Hatchery + Treasure room + training room:
Orc
Troll
Demon
Thing-with-many-arms
Lizarman
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