Monday, June 21, 2010

Loot!

The goal of every game, on some level, is to collect stuff. In herocrawler, that goal is no different, and in fact the primary goal of the little delvers in the world, to collect all the treasure.

The laws to do so are fairly simple. Every hero has a number of types of treasure they want to look for. Delvers look for loose treasure, monster hunters look for monsters, thieves look for traps. They generally ignore one another's goals, but the goals don't always ignore them, though I'll get to that in a moment.

Beyond a 'type' each treasure has two numbers. How valuable it is, and how much it weighs. Each delver can only carry so much treasure at a time (why you may need all eight heroes), and when they hit their top load, they climb out of the dungeon and move on. The more a treasure weighs, obviously, the few other treasures the character can carry at once, and the more it's worth.

The three different primary types of treasure so far all haev different rules regarding how they act when players move past them. Ground type treasure, which is picked up by delvers, is ignored by the other types of heroes. Traps have difficulties and dangers and while thieves are immune to them, non-thieves have a chance to trigger the trap and take damage based on their stats. The higher the stats, the less chance they have of tripping it, and the less damage they'd take if they did. Monsters are similar to traps that always trigger. I'm planning on, but haven't implemented yet, an equipment system that allows the characters to wear armor and equip weapons that will allow them to boost their 'do damage' and 'dont take damage' stats.

The next question falls to where in the dungeon does the treasure get placed, and I'm still working on that. I'll post up my thoughts on it later.

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