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Extended Quest Mode.

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Extended Quest Mode.

Postby Enchanteur » 24 Apr 2013, 14:57

Hello,

I was thinking about how to improve quests modes, in a micropose's shandalar way.
But I realized than make a world like this, with a map, is a hard dev work.
So, I've searched more realistics ideas, easy to implement, with the goal to just ameliorate actual stuff.

Actual quests worlds simulates a map. The player travel in a supposed map (but you don't see it, it's virtual), and can fight against random opponent, regular or challenge.
Players can buy some stuff at bazar or buy/sell cards, like if player was resting in a city.


Random encounters

This event have a chance to occur when player go to fight an opponent.
It simule the fact that player travel toward this opponent, but on the way, a random encounter surprise him.
Maybe, the player made a special deck against the initial opponent, so random encounter make this easy trick more dangerous.
Random monster are 2 types :
- Aggressive : monster just try to defeat player.
- Rogue : monster ask for a tribute (some golds). If player pay, he directly go to fight initial opponent after that.
- Special : special encounter are detailled in next section.
If player fight a random monster, opponents screen refresh after (so, initial opponent should go away).


Special encounter

In the way, player discover a special place.
- Treasure : random loot. For more flavor, There can be some differents type of Treasure place (chests, abandonned tower, gift from a friendly NPC). Each type of treasure place offer a different random reward.
Rewards looks like : 1 random rare, 2 or 3 random uncommun, 4 or 5 random commons, random amount of golds, random bazar stuff, advantage for next duel (ex : NPC is a friendly elf than will fight with you, and you gain a elf card on the board), etc.
- Lairs : a dangerous monster sleep here. Reward is show to player (can be 2 or 3 random rares cards for example, or a booster pack). Player can choose to fight or not, and try to gain the reward. If the player fight the monster, opponents screen will refresh after (initial opponent is lost).
- Trap : for more flavor, traps should be of different types (curse, pit-trap, unfriendly NPC, robber). Effect of the trap depend of his type.
Trap's effect are : start next duel with -X HP, start next duel with 6 cards instead 7, opponent start next duel with a creature on the board, 3 randoms cards are missing in the deck for next duel and replaced with craps.
- Black market : player can buy a limited choice of cards/boosters/starters/packs for half the price.
- Key wearer : a big monster sell a dungeon key (very high price). Player can buy it or fight the monster and gain the key as reward (it's a challenge quest monster). If he do, and lost the duel, there should be a drawback (increased lose of gold for example, or loosing a card in the deck).


Sage requests

Randomly, after a duel (and outside a dungeon), a sage appear and ask for a quest.
He give information on what player have to do, and show what reward for.
Quests have to be completed in a limited number of turns (each duel = one turn).
Typicals quests are to defeat an particular monster. Player can use the traveller staff, if he want to refresh opponents list without loosing a turn.
Player can't run more than one quest, and must achieve the quest (succesfull or not) if he want run another one.


Dungeons

Reward is great in these dangerous places. It can be anything : determined lot of rare, and/or random one, golds, consommable, stuff, etc.
Player have to "unlock" the dungeon before. Each dungeon must be open with a special Key. Keys can be found on "Key wearers" or as reward from Sages.
Dungeons appears in the challenge screen.
Each dungeon is constructed differently, like a challenge deck.
A dungeon is a succession of fights (gauntlet). Player have to win all encounters if he want to gain final reward. After the event (succesfull or not), player loose the dungeon key, and have to find a new one if he want retry/replay the dungeons.
Example of dungeon :
- Encounter one : random encounter in a limited list (monster A, or monster B, or monster C).
- Encounter two or more : idem. Can be any number of encounters. (more encounter = more difficulty).
- Final Encounter : can be random in a limited list, or be a challenge deck (big boss !).


Consommables items

These are specials items player can buy at bazar.
These can be obtened as rewards too.
There could be a system that need the player "unlock" these items if he want buy it at bazar.
Items can be unlock only if a weaker one was unlocked before.
Consommables items are 3 types:
- Potions
- Scrolls
- Wands
These item provide a ponctual effect at a moment of the game. Player can use an item when he want, effect don't go in the pile and is not counterable.
Each game, player can use only one item of each type. After using it, item is destroyed.
- Potions, give advantages like : gain some HP, get a multicolored mana free in the turn.
- Scrolls, give advantages like : draw a card, put an additionnal land, make opponent discard a card.
- Wands, give advantages like : kill a creature, zap (make 1 dommage to target creature or opponent), tap a permanent.


New Stuff

New items, new types of item.
It work like pets : player have to choose between items.
He can wear only one item of each type in a duel, and have to choose before the duel.
Basics items are crapys but can be helpfull.
Example : Jayemda Tome. (4, T : draw a card).
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Re: Extended Quest Mode.

Postby Max mtg » 24 Apr 2013, 17:49

Can I rob caravans (carrying moxen of course) in this new mode? :)

(It's a pity that the corovans meme is not known in other countries)
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Re: Extended Quest Mode.

Postby Enchanteur » 25 Apr 2013, 08:10

Hello,

"Hélas" no, I don't know this story of caravan. But no more mox in Magic.

I had a breaksleep this night. I wake up in the night with ideas in the head.
I realized that to have good ideas is not enough.
So, I can't dev, because I'm not a java dev, but I've still have a brain.

These ideas can't contribute to the project (or not very much) in their current formalization.
But, it's my job to formalize things.

I know than developers loves to create and dev their own ideas. But it's more difficult with ideas of others, and near impossible when nothing is really clear.

The best I can do for now, is to proove that the ideas I propose are :
- enjoyables
- clears
- easy to dev
- compatible with actual

So I will work hard and write the technicals specifications. It will contain exactly, with all details, step by step, what dev really needs.

EDIT : I forget it, but important, I will not write all at a time. I will write only one concept for the beginning. Probably Dungeons, because it's the more important to create. And made Dungeon Key a bazar item instead Sage request/Key wearer.
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Re: Extended Quest Mode.

Postby friarsol » 25 Apr 2013, 12:07

The main issue with what I have in your suggestions is that you are basically asking to simulate Shandalar mode, which is fine, that game was fun. But we should strive to be our own thing.
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Re: Extended Quest Mode.

Postby Enchanteur » 25 Apr 2013, 12:36

Hello friarsol.

Not exactly, Shandalar mode is not appropriate. Forge quest mode don't work like this.
And yeah, after think more about that, "sage requests" are not adapted. Bad idea.
When working on ideas (and how to do this) more deeply, I understand more what could be do in forge, and what should not.

I've write specifications about dungeons. It's very detailled.
It's enterely oriented and adapted to forge point of view.

So I don't know where to post it.
Should I expose that in Dev forum ?
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Re: Extended Quest Mode.

Postby Max mtg » 25 Apr 2013, 15:21

Ok, that might be a new Shandalar.
But you still have to find some specialists to write code and create artistic contents.

I'd rather work on multiplayer or whatever will make it closer.
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Re: Extended Quest Mode.

Postby Enchanteur » 25 Apr 2013, 16:47

Mmh not shandalar, because it's not adapted, and too many work.
My goal is to propose something to do easy, quick, compatible. No need for graphics or complex/difficult programmation.
And I will write it step by step. So only an improvment at a time. Always something that can be done as stand-alone evolution.
So I will post it in dev forum, to ask for people, and get feedback.

Thanks,
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