Infinite Dungeon, Monster Progression, and 'Out-of-Depth'
Posted: Sun Apr 21, 2013 7:01 am
Had this idea as I'm laying down trying to sleep. Starting from the top.
One potential problem with an Infinite Dungeon mode is monster progression to maintain a challenge, particularly when the player's level eventually caps. My proposed solution to this is a system of monster progression stats. The monsters need to get harder to kill as you go further or else they potentially stop posing any real threat.
Kobold | HP | Attack | Exp | Maximum Gold | Base Item Drop % | ..etc
Floor 1 | --- | ---
Floor 2 | 15 | 7
Floor 3 | 15 | 8
Floor 4 | 20 | 8
Floor 5 | 22 | 9
Floor 6 | ..etc
Eyeball | HP | Attack
Floor 1 | --- | ---
Floor 2 | --- | ---
Floor 3 | 8 | 4
Floor 4 | 12 | 4
Floor 5 | 15 | 6
Floor 6 | ..etc
Fill in whatever you need to, depending on the rate of power inflation that is needed, up to, let's say Floor 50. From Floor 50 on, the values are increased by a fixed decimal value rounded down. The player has stopped gaining strength from levels and is now gaining stats only from items and shrines and must take special care as he goes deeper and deeper.
This process would work well enough in the main game, even in a branching-paths scenario, but would likely need a separate table. Additionally, it would compliment New Game+ mode incredibly well because the tech to boost the monster's strength would already exist.
Another fun idea that opens up when using a depth-related strength determiner is something from the old roguelikes. It was referred to as an "Out of Depth" monster. One that doesn't belong where it is found and poses a very serious threat to the player. This can be accomplished in a rather fun way for Chasm. A player enters a visually distinct room that is clearly more dangerous than the others and realizes 'oh crap, I have to be careful'. My personal idea is a "Bloody Room". A random chunk where all monsters that spawn are calculated from 2-3 floors further down. A troll on level 2, or an eyeball monster on level 1. Or just in general really strong enemies to have to push through. No bonus rewards, simply a dangerous challenging room. The room would basically be the same palette as a normal room except would be decorated in a layer of blood, a few skeletons, some signs of a massacre, etc. A clear visual distinction implying threat.
One potential problem with an Infinite Dungeon mode is monster progression to maintain a challenge, particularly when the player's level eventually caps. My proposed solution to this is a system of monster progression stats. The monsters need to get harder to kill as you go further or else they potentially stop posing any real threat.
Kobold | HP | Attack | Exp | Maximum Gold | Base Item Drop % | ..etc
Floor 1 | --- | ---
Floor 2 | 15 | 7
Floor 3 | 15 | 8
Floor 4 | 20 | 8
Floor 5 | 22 | 9
Floor 6 | ..etc
Eyeball | HP | Attack
Floor 1 | --- | ---
Floor 2 | --- | ---
Floor 3 | 8 | 4
Floor 4 | 12 | 4
Floor 5 | 15 | 6
Floor 6 | ..etc
Fill in whatever you need to, depending on the rate of power inflation that is needed, up to, let's say Floor 50. From Floor 50 on, the values are increased by a fixed decimal value rounded down. The player has stopped gaining strength from levels and is now gaining stats only from items and shrines and must take special care as he goes deeper and deeper.
This process would work well enough in the main game, even in a branching-paths scenario, but would likely need a separate table. Additionally, it would compliment New Game+ mode incredibly well because the tech to boost the monster's strength would already exist.
Another fun idea that opens up when using a depth-related strength determiner is something from the old roguelikes. It was referred to as an "Out of Depth" monster. One that doesn't belong where it is found and poses a very serious threat to the player. This can be accomplished in a rather fun way for Chasm. A player enters a visually distinct room that is clearly more dangerous than the others and realizes 'oh crap, I have to be careful'. My personal idea is a "Bloody Room". A random chunk where all monsters that spawn are calculated from 2-3 floors further down. A troll on level 2, or an eyeball monster on level 1. Or just in general really strong enemies to have to push through. No bonus rewards, simply a dangerous challenging room. The room would basically be the same palette as a normal room except would be decorated in a layer of blood, a few skeletons, some signs of a massacre, etc. A clear visual distinction implying threat.