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Sunday, Aug 20, 2006

The Dungeon Crawler

The Jist: You would create or join a lobby, those who created the lobby would set various sliders and options to scale a dungeon to what he or the group likes.

You could change the average size of the floors from small to gigantic, decied how many floors you want from 1 to 500, and decide the difficulty (which is also scaled based on player levels and amount). At that point the game would randomly generate the dungeon and the players would begin at the entrance. Since they are randomly generated they aren't saved so if you don;t finish it you don't finish it, no big deal really. Also when you die you are taken back to the start of your current level and you lose an amount of experience.

Once you played you'd kill monsters, collect loot, take down bosses, and level up to the cap of 50. There'd be no real story just a fun Diablo style romp through a dungeon with a bunch of buddies.

Tile Sets: At release it'd come with Cave, Crypt, Keep, and Dungeon Sets. Each would have different visual features and styles, they'd also have different big set pieces that are ornate and interesting.

Items: Items would be randomized from properties, there would be your typical things such as swords, bows, and your gamut of armor. There'd also be some hand made stuff to find and collect that are more powerful or parts of sets.

Classes: There'd be Warriors, Clerics, Archers, Mages, Dragon Bloods, Spirit Casters, and Fan Dancer.

The first 4 are obvious what they'd do, the Dragon Blood would be berserker style warrior with fire magics and enchantments, the Spirit Casters would summon the spirits of animals and use various spirits to attack with, the Fan Dancer would be a high evasion dual wielder of fan blade weapons.

As you level a class you choose from an assortment of skills, each levels gives you a point to spend in a skill, some skills gain benefits from others but no skill relise on another directly to be bought, just on your level.

Housing: Each player has a house, people come into it or are invited into it when he creates a lobby, here he can decorate it with all his items, and trophies from bosses and other neat non equipment based things you can acquire to show off with. You can buy or upgrade your house with gold and things you find, as you go you can eventualy get towers, keeps, and other awesome structures. Taverns and the like can be bought to and they will even have npcs hanging out getting drunk as you and your party prepare.

Downloadable Content: DLC would sell new sets of weapons to be added to the item pools, new monsters to populate floors with, new tilesets and perhaps tile set transitions that change from one to another, new bosses, new classes, more character slots, more shared bank space for your characters, access to a larger variety of houses and house decorations to buy.

Posted by Zilor, 11:33pm
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Thursday, Jan 20, 2005

I'm about half way through, been playing a lot of other stuff, but I have a few things I'd like to see in the next RE game.

Instead of the C-Stick slightly altering your view, have it be like your defense stick, Pushing Forward Melee attacks the Enemy with an Equipped Melee Weapon (Tazer, Knife, Sabre, Axe, etc.), Pushing Left or Right allows you to roll left or right out of the way of things, Pushing Backward allows you to block Melee Attacks and if Timed right turn them around on the enemy for a high damage retaliatory attack.

The D-pad should be made to allow the mapping of Melee Weapons, Grenades, and Health Items for quick usage and switching in a fight. When you switch a Melee weapon the previously equipped weapon enters in the the same slot the the other weapon was previously in. If you have Tazer in UP and a Knife in your hand, you push UP and the Tazer goes to your hand and the Knife maps to UP.

You should also be able to have two quick weapons equipped, one slung over a shoulder or acros the back when not in use. Each of these main weapons will be tied to the right or left shoulder button. So when you equip a weapon you equip it to the right or left shoulder button. You could map a TMP to your right shoulder button and a shotgun to the left so you could more quickly and with less hastle adapt to a situation.

I just think that would refine the system into perfect fixing the only annoyances I have had with the game thus far, the constant in and out of the inventory to change weapons, use healing items, equip grenades, inability to dodge even clumsily, the Limited Melee abilities, etc.

Posted by Zilor, 10:21pm
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Thursday, Jan 13, 2005

Wanna rub it?

Posted by Zilor, 8:25pm
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Some people just don't have opinions. Like Zilor.
Zilor must really love MovieTome and agree with every review we've ever written! What other reason could Zilor possibly have for not rating a single film?
  • Zilor
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