As Orb of Dilaaria wasn't enough to satisfy our medieval needs, here is a mod idea my friend suggested...
Dungeon-crawler in Wolf-engine!
Basic idea is this: We have a large hub-world (128x128) that has teleporters to several dungeons. Player van complete dungeons in a free order except the last one, that requires keyitems from the other dungeons to ne unlocked...
Instead of "Get Psyched" game has the image & name of the dungeon in the loading screen... No ratios are shown between levels, maybe doom-like map showing your progress in the dungeon...
Excluding the bosses, there is no stativ enemies, only random encounters. With every step player takes the probability increases till enemy/enemies are spawned 3-5 tiles away from player. Type of the enemies spawned depends on the floor code player is standing...
Instead of treasure, there is chests in the dungeons. Some of them requires keys to open and some contains enemies... Also there is no score in the game, only money that can be used to buy equipment and ratios...
Actors have three types of weapons: Melee, bows and weapons... Each weapon has a range and element (fire, water, earth, wind or null). Bows consume arrows and spells mama. Spells might have area of effect...
Depending on the type of the armor actor is wearing (enemies also have armor), damage of certain element is either increased, decreased or nullified...
Player can replenish mama by drinking blue potions (max. 10) or resting (only in the hub). Health can be recovered by red potions (also max. 10), resting or with certain spells...
Player also has level and experience... As player levels up, amount of health/mana increases and the hit rate... Also the spells effects will improve.
Of course there is more than just the dungeons... From the hub-world player can enter villages as well... In the villages player can find shops (general goods e.g. escape ropes), blacksmith (sells weapons and armor) and atelier (spells and potions)... Also NPCs that give players hints for money.
Player can only save freely in villages and hub-world... Otherwise player must find savepoint or use portable save item (max. 5)...
And that was the quick outline for the mod... If you are interested, feel free to adopt this idea.
Dungeon-crawler in Wolf-engine!
Basic idea is this: We have a large hub-world (128x128) that has teleporters to several dungeons. Player van complete dungeons in a free order except the last one, that requires keyitems from the other dungeons to ne unlocked...
Instead of "Get Psyched" game has the image & name of the dungeon in the loading screen... No ratios are shown between levels, maybe doom-like map showing your progress in the dungeon...
Excluding the bosses, there is no stativ enemies, only random encounters. With every step player takes the probability increases till enemy/enemies are spawned 3-5 tiles away from player. Type of the enemies spawned depends on the floor code player is standing...
Instead of treasure, there is chests in the dungeons. Some of them requires keys to open and some contains enemies... Also there is no score in the game, only money that can be used to buy equipment and ratios...
Actors have three types of weapons: Melee, bows and weapons... Each weapon has a range and element (fire, water, earth, wind or null). Bows consume arrows and spells mama. Spells might have area of effect...
Depending on the type of the armor actor is wearing (enemies also have armor), damage of certain element is either increased, decreased or nullified...
Player can replenish mama by drinking blue potions (max. 10) or resting (only in the hub). Health can be recovered by red potions (also max. 10), resting or with certain spells...
Player also has level and experience... As player levels up, amount of health/mana increases and the hit rate... Also the spells effects will improve.
Of course there is more than just the dungeons... From the hub-world player can enter villages as well... In the villages player can find shops (general goods e.g. escape ropes), blacksmith (sells weapons and armor) and atelier (spells and potions)... Also NPCs that give players hints for money.
Player can only save freely in villages and hub-world... Otherwise player must find savepoint or use portable save item (max. 5)...
And that was the quick outline for the mod... If you are interested, feel free to adopt this idea.