MafiaNoble
Well-known member
- Joined
- Jul 13, 2023
- Messages
- 114
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- 68
What do you need for a good dungeon story? I'm on the bench about starting one as purely a hobby project with potential R18 elements. Although I'm not fully sure about what to go for yet, but what's important?
- Some type of economy - I figured the dungeon would be able to transmutate/generate gold using mana. Used to lure adventurers whose death would generate new mana.
- some leveling system, what unlocks the dungeon at what level.
- Minion scaling - how much mana to summon what monsters, higher levels unlock new Minions, unlocking special biomes may unlock special Minions ( Sea floor = aquatic, Vulcano/fire = fire monsters. Forest = dryad's and treants etc.
- some type of Guardian or boss spawn mechanic.
- optional: a way to contract wild monsters which is cheaper then the summoning mechanic.
The idea is inspired on " a dungeon that kills " meaning it'd go more in the direction of a dungeon master progressing his dungeon. It'd like to give it more of a economical focus.
What else would be necessary or interesting?
- Some type of economy - I figured the dungeon would be able to transmutate/generate gold using mana. Used to lure adventurers whose death would generate new mana.
- some leveling system, what unlocks the dungeon at what level.
- Minion scaling - how much mana to summon what monsters, higher levels unlock new Minions, unlocking special biomes may unlock special Minions ( Sea floor = aquatic, Vulcano/fire = fire monsters. Forest = dryad's and treants etc.
- some type of Guardian or boss spawn mechanic.
- optional: a way to contract wild monsters which is cheaper then the summoning mechanic.
The idea is inspired on " a dungeon that kills " meaning it'd go more in the direction of a dungeon master progressing his dungeon. It'd like to give it more of a economical focus.
What else would be necessary or interesting?