Haven't updated in a week. There has been a lot of work done to the current build.

(Random thoughts:)
I continue on with dungeon development.
I have learned so much about the editor. I get better.
I really want the mod to have everything re-spawn. Mainly for replay of the areas (but not always).
There is a layer of non-respawning treasure and monsters to be clear.
With re-spawning should come death penalties.. Not just a mechanical reload.I would love to have a custom death script.. So players cannot just reload, they need to pay for their error or bad luck in other ways... This will contribute the players experience when he/she finally wins.

Death penalties can be:
time
gold
EXP
loot
I just want to use time for now. Similar to how your password works in most modern login pages.
you fail once you get a free try.
you fail twice you are penalty box. lets call it fungi plane maybe? for 2 mins...
you die again 4 mins..., 8 mins, 16 and so on... ( I can argue why in other posts. I know that might turn people off. But I feel its important)
Right now the working model is like this:
Its a mini MMO. Free roaming with all the amenities to character build (trainer). I'm designing a mod that I want to actually use to play with once completed. I wanted to have the ability to build up a group and have enough content to keep my party busy and be able to build up a group and finish off a main final boss.
side effects are: It's going to be a little Grindy. To what extent I'm not sure yet. We can feel it out in testing. Its really about the gap between the final goal and the road along the way. All that can be adjusted.. need to find the sweet spot. We all have different ideas about what is too Grindy..
Right now I am fiddling with re-spawning treasure balance. One thing I have learned about building and MMO design Table top campaigns; over the last 10-20 years. Its this. If you mess up the treasure flow to start you can not correct it, and then you end up adding HP to monsters to make up for your mistake. Need to strike the right balance in terms of risk and reward right from the start...Its hard to size this mod atm. I think its going to be in two part campaigns.


Last edited by Detect; 19/02/18 11:03 PM.