Extended Quest Specifications - DUNGEONS
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Extended Quest Specifications - DUNGEONS
by Enchanteur » 25 Apr 2013, 16:49
Hello,
I would be happy to participate at dev work, even I'm not a java developper
.
I've proposed some ideas in this thread, that look like casual telling, with good and bad :
viewtopic.php?f=26&t=10165
You only need to read the "Dungeons" paragraph.
Basicly, a dungeon is like a gauntlet, but adapted to quest mode. Player need to win a succession of duels, if he want to gain the final reward.
And player can't modify his deck until end of the event (he have to play all duels with the same deck).
It's time to give you a complete description, and all needed tools.
Is there programmer(s) interessed for doing this ?
How many time, and how difficult it could be ?
Dungeons Items menu
In Quest mode submenu, create a new Item : "dungeons".
Dungeons will appear there, when availables.
It will work like challenges for availability.
It will look like this in right panel :
These informations are extracted from Dungeons configurations files.
In Baazar submenu, create a new Item : "Dungeons Keys".
Prices and Keys will be load at start of forge. Informations will be extract from dungeons configuration files.
A Key will look like this in baazar right panel :
How a Dungeon event work
1 - Player click on the dungeon link. (This link shouldn't be clickable if player don't possess the appropriate dungeon key).
2 - A confirmation screen pop-up : "you will enter the dungeon ~dungeonname~, are you sure ?". If player confirm, dungeon key is destoyed. At this time, Forge have to retains that the game is in a "dungeon state".
3 - First opponent screen popup : "while you explore the dungeon, you meet a monster. You must fight ~opponentname~". Name, Description and opponent'pic are shown in this screen (standard information from decks/challenges/monsters file, same as what we see in duel/challenge screen choice).
4 - The duel occur. If player loose or click on "quit", he go away from dungeon. If duel is won, event continue.
5 - victory screen popup : It's the standard victory screen, with regular reward from opponent. Exception, because Forge is in "dungeon state", there is a button "Continue to explore dungeon". So player just click-it, instead of quit.
6 - While the player don't meet all opponents, the game repeat phases 3 to 5, until the final opponent.
7 - Final opponent : the opponent screen popup. Remove the sentence "while you explore the dungeon, you meet a monster", and replace it by something like "You find the master of the place, be ready for final battle".
8 - Final duel occur.
9 - victory screen popup. It's the standard victory screen, with regular reward from opponent. Exception, because Forge is in "dungeon state", there is a button "Catch the dungeon Treasure". So player just click-it, instead of quit.
10 - Final dungeon Screen. It show dungeon Reward and some congratulations. Then player quit and event is over.
Dungeons Directorys
In directorys :
\res\quest\world\worldname\
And in directory :
\res\quest\
- Create a new subdirectory called "dungeons", that contains Dungeons configuration files.
- Create a new subdirectory called "monsters", that contains Monsters configuration files.
Monsters
This directory contains monsters files.
A monster file is structured like a challenge file.
The main difference is player can never fight a monster in regular way (duel or challenge).
A monster never appear in the duel/challenge list.
A monster can only be fighted in a dungeon.
Dungeon can re-use any duel/challenge decks, and they can use monsters decks too.
Why this improvment ?
- Because it will be funny to meet opponents that can surprise players, because they don't use to fight them.
- Because it's the only way to create "big boss", some very powerful bad guys. These guys musn't be meet in challenge list, because they must be defeated only after player defeated theirs servants, at end of a dungeon hard battle.
Dungeons configuration file
These files are located in the "dungeons" directorys.
Some parts of these files works like the challenge files.
Let's take a look at what is needed into.
New fields are bold.
Description of olds fields
They work like challenges fields.
Repeat indicate replayability of the dungeon. Exception : A dungeon is always replayable, until player success to defeat it and gain final reward.
Wins indicate when Dungeons is accessible in the dungeons list (But player can play it only if he get the good key to enter it).
HumanExtras and AIExtras indicate additionnal cards on the battlefield. Adapted to the dungeons : Extras are availables in all duels of the dungeon. If Opponent is a challenge deck, then dungeons extras are cumulated with this challenge extras.
Description of new fields
LifePreservation : can change the starting life of player each duel, depending of final life at end of previous duel in the dungeon.
Max : Starting life of next duel = Ending life of previous duel. (HP can be more than normal starting life).
Min : Starting life of next duel = Ending life of previous duel but no more than normal starting life.
No : Starting life of next duel = always normal starting life.
KeyName : unique key name. Maybe, dev will need to add an "Id" field too. Example : "Brown Key".
KeyCost : number of credits needed to buy the key at baazar. Example : 5000
KeyDescription : description of the key. It can be read at baazar. Example : "Beware before to go in the mechanical tower of Mishra."
KeyIcon : image name of the key. Player see this pic at baazar.
Opponents.
Opponent1 to OpponentX : number of Opponents player have to fight. X can be 1 or more.
A dungeon with 3 Opponents is like this :
In this example, Opponent3 is the final Opponent. So, Opponent random list 3 should be restricted to only one Opponent (challenge or monster).
OpponentA|OpponentB|...|OpponentX : Opponent random list.
Configuration file need to know exactly what opponent can be meet.
- If random list contains only ONE opponent : there is 100% of chance to meet it.
- If random list contains two opponents : there is 50% to meet one, and 50% the other one.
- If random list contains three opponents : there is 33% to meet the first, 33% to meet the second, and 33% to meet the third.
- ETC...
What opponents can be write in the random lists ?
It can be :
- a Monster opponent
- a Challenge opponent
- a Regular duel opponent
Juste write the deck/challenge/monster name in the field (or Id if dev need an Id field instead).
Forge do the random choice, then will look first in Monster directory if opponent is found, then in challenge directory, then in regular duel directory.
Opponents random list Example :
Additionnals fields
Maybe, some additionnals fields can be add, but I don't give specifications.
I prefer propose less, but strong and ready to made propositions.
It can be :
- BossIntroduction : message in screen before meet final opponent.
- FinalMessage : message in final screen, after defaiting final Opponent.
- Opponents messages : each Opponent get a introduction message, instead of standard one.
More complex mechanics can be mades too. Example : get a chance of not meeting an opponent, or probability to meet two opponent and choose one, or bypass an opponent if pay credits.
Conclusion
A dungeon is more challeging than a regular duel or a challenge duel, because when player know opponents decks, he can made some specifics counter-strategy decks adapted to one opponent. With more opponents, it's not so easy.
Probably, after some defeats, the player will do a deck able to beat the final opponent, but this deck can be less effective against servants.
Succeed to beat all dungeons can be a goal by itself in world quest mode, an achievment.
It think it could give very much to the game, with my simple user point of view.
And I know that a lot of people really love quest mode. Just look at goods feedback since "worlds" have been released.
I would be happy to participate at dev work, even I'm not a java developper
I've proposed some ideas in this thread, that look like casual telling, with good and bad :
viewtopic.php?f=26&t=10165
You only need to read the "Dungeons" paragraph.
Basicly, a dungeon is like a gauntlet, but adapted to quest mode. Player need to win a succession of duels, if he want to gain the final reward.
And player can't modify his deck until end of the event (he have to play all duels with the same deck).
It's time to give you a complete description, and all needed tools.
Is there programmer(s) interessed for doing this ?
How many time, and how difficult it could be ?
Dungeons Items menu
In Quest mode submenu, create a new Item : "dungeons".
Dungeons will appear there, when availables.
It will work like challenges for availability.
It will look like this in right panel :
- | Open
- Tower of Mishra
Home of the Evil master of technology, guarded by mechanicals servants.
Rewards : Solar Ring, Mox Jet, 3 random artifact rare, 10000 credits.
These informations are extracted from Dungeons configurations files.
In Baazar submenu, create a new Item : "Dungeons Keys".
Prices and Keys will be load at start of forge. Informations will be extract from dungeons configuration files.
A Key will look like this in baazar right panel :
- | Open
- Brown Key
Beware before to go in the mechanical tower of Mishra.
Effect : this Key allow you to enter the dungeon. It will be destroyed after that.
Cost : 5000 credits
How a Dungeon event work
1 - Player click on the dungeon link. (This link shouldn't be clickable if player don't possess the appropriate dungeon key).
2 - A confirmation screen pop-up : "you will enter the dungeon ~dungeonname~, are you sure ?". If player confirm, dungeon key is destoyed. At this time, Forge have to retains that the game is in a "dungeon state".
3 - First opponent screen popup : "while you explore the dungeon, you meet a monster. You must fight ~opponentname~". Name, Description and opponent'pic are shown in this screen (standard information from decks/challenges/monsters file, same as what we see in duel/challenge screen choice).
4 - The duel occur. If player loose or click on "quit", he go away from dungeon. If duel is won, event continue.
5 - victory screen popup : It's the standard victory screen, with regular reward from opponent. Exception, because Forge is in "dungeon state", there is a button "Continue to explore dungeon". So player just click-it, instead of quit.
6 - While the player don't meet all opponents, the game repeat phases 3 to 5, until the final opponent.
7 - Final opponent : the opponent screen popup. Remove the sentence "while you explore the dungeon, you meet a monster", and replace it by something like "You find the master of the place, be ready for final battle".
8 - Final duel occur.
9 - victory screen popup. It's the standard victory screen, with regular reward from opponent. Exception, because Forge is in "dungeon state", there is a button "Catch the dungeon Treasure". So player just click-it, instead of quit.
10 - Final dungeon Screen. It show dungeon Reward and some congratulations. Then player quit and event is over.
Dungeons Directorys
In directorys :
\res\quest\world\worldname\
And in directory :
\res\quest\
- Create a new subdirectory called "dungeons", that contains Dungeons configuration files.
- Create a new subdirectory called "monsters", that contains Monsters configuration files.
Monsters
This directory contains monsters files.
A monster file is structured like a challenge file.
The main difference is player can never fight a monster in regular way (duel or challenge).
A monster never appear in the duel/challenge list.
A monster can only be fighted in a dungeon.
Dungeon can re-use any duel/challenge decks, and they can use monsters decks too.
Why this improvment ?
- Because it will be funny to meet opponents that can surprise players, because they don't use to fight them.
- Because it's the only way to create "big boss", some very powerful bad guys. These guys musn't be meet in challenge list, because they must be defeated only after player defeated theirs servants, at end of a dungeon hard battle.
Dungeons configuration file
These files are located in the "dungeons" directorys.
Some parts of these files works like the challenge files.
Let's take a look at what is needed into.
New fields are bold.
- | Open
- [dungeon]
id= (number)
Repeat= (true/false)
Wins= (number)
Card Reward= (cards rewards syntax)
Credit Reward= (number)
(Others Reward=) -> not for now.
HumanExtras= (extras syntax)
AIExtras= (extras syntax)
LifePerservation= (min/max/no)
[key]
KeyName= (string)
KeyCost= (number)
KeyDescription = (string)
KeyIcon= (image name)
[metadata]
Name= (string)
Title= (string)
Difficulty= (difficulty syntax)
Description= (string)
Icon= (image name)
[Opponents]
Opponent1= (OpponentA|OpponentB|...|Opponent?) ---> random Opponent list 1
Opponent2= (OpponentB|OpponentD|...|Opponent?) ---> random Opponent list 2
...
OpponentX= (OpponentC|OpponentD|...|Opponent?) ---> random Opponent list X
Description of olds fields
They work like challenges fields.
Repeat indicate replayability of the dungeon. Exception : A dungeon is always replayable, until player success to defeat it and gain final reward.
Wins indicate when Dungeons is accessible in the dungeons list (But player can play it only if he get the good key to enter it).
HumanExtras and AIExtras indicate additionnal cards on the battlefield. Adapted to the dungeons : Extras are availables in all duels of the dungeon. If Opponent is a challenge deck, then dungeons extras are cumulated with this challenge extras.
Description of new fields
LifePreservation : can change the starting life of player each duel, depending of final life at end of previous duel in the dungeon.
Max : Starting life of next duel = Ending life of previous duel. (HP can be more than normal starting life).
Min : Starting life of next duel = Ending life of previous duel but no more than normal starting life.
No : Starting life of next duel = always normal starting life.
KeyName : unique key name. Maybe, dev will need to add an "Id" field too. Example : "Brown Key".
KeyCost : number of credits needed to buy the key at baazar. Example : 5000
KeyDescription : description of the key. It can be read at baazar. Example : "Beware before to go in the mechanical tower of Mishra."
KeyIcon : image name of the key. Player see this pic at baazar.
Opponents.
Opponent1 to OpponentX : number of Opponents player have to fight. X can be 1 or more.
A dungeon with 3 Opponents is like this :
- | Open
- Opponent1= (Opponent random list 1)
Opponent2= (Opponent random list 2)
Opponent3= (Opponent random list 3)
In this example, Opponent3 is the final Opponent. So, Opponent random list 3 should be restricted to only one Opponent (challenge or monster).
OpponentA|OpponentB|...|OpponentX : Opponent random list.
Configuration file need to know exactly what opponent can be meet.
- If random list contains only ONE opponent : there is 100% of chance to meet it.
- If random list contains two opponents : there is 50% to meet one, and 50% the other one.
- If random list contains three opponents : there is 33% to meet the first, 33% to meet the second, and 33% to meet the third.
- ETC...
What opponents can be write in the random lists ?
It can be :
- a Monster opponent
- a Challenge opponent
- a Regular duel opponent
Juste write the deck/challenge/monster name in the field (or Id if dev need an Id field instead).
Forge do the random choice, then will look first in Monster directory if opponent is found, then in challenge directory, then in regular duel directory.
Opponents random list Example :
- | Open
- [Opponents]
Opponent1=Aquaman 3|Captain America 3
Opponent2=Cyclops 3|Darkseid 3|Darth Vader 3
Opponent3=quest23
Additionnals fields
Maybe, some additionnals fields can be add, but I don't give specifications.
I prefer propose less, but strong and ready to made propositions.
It can be :
- BossIntroduction : message in screen before meet final opponent.
- FinalMessage : message in final screen, after defaiting final Opponent.
- Opponents messages : each Opponent get a introduction message, instead of standard one.
More complex mechanics can be mades too. Example : get a chance of not meeting an opponent, or probability to meet two opponent and choose one, or bypass an opponent if pay credits.
Conclusion
A dungeon is more challeging than a regular duel or a challenge duel, because when player know opponents decks, he can made some specifics counter-strategy decks adapted to one opponent. With more opponents, it's not so easy.
Probably, after some defeats, the player will do a deck able to beat the final opponent, but this deck can be less effective against servants.
Succeed to beat all dungeons can be a goal by itself in world quest mode, an achievment.
It think it could give very much to the game, with my simple user point of view.
And I know that a lot of people really love quest mode. Just look at goods feedback since "worlds" have been released.
- Enchanteur
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- Joined: 26 Feb 2010, 10:20
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