Dungeon of the ENDLESS™ is a Rogue-Like Dungeon-Defense hybrid game, in which your team of heroes must protect the generator of their crashed ship while finding their way out!
thank you all again for participating to this design brainstorm. We received 80+ ideas and we have selected 6 of them for the current GAMES2GETHER vote: 3 for the minor modules and 3 for the major modules. We have slightly edited some of them so they could fit the game but here they are:
MINOR MODULE
MAJOR MODULE
Check out the GAMES2GETHER page to vote for your minor and major modules.
Congratulations to all of you. Don't worry too much if you didn't submit your idea in time, or if you have not been selected: we'll have other design brainstorms and competitions (and actually one going at the moment: Item Creation Competition).
- First died hero will be automatically resurrected (i think after monster wave) in this module. After that it will be destroyed. High building cost.
OR
- First died hero will be manually resurrected (i think after monster wave) in this module. After that it will be destroyed. Cheap building cost, but you need to pay high amount of food for manual resurrection.
2) Psionic Module (Major) - 1 per level
Select hero and send him to this module to operate it. Hero will be locked into it. While inside all other heroes will gain buff (increased damage, defense, speed - or both). Hero can't leave this module during monster wave (unless all other heroes are dead).
3) Engineering Module (Major) - 1 per level
Same as Psionic Module but hero inside will boost Offensive modules in 1 or 2 (selected) rooms.
4) Scanner Module (Minor) - Support
All heroes in room have increased critical strike chance.
5) Drone Module (Major)
Player can pay industry points to build 1 (maybe 2) drones in this room. Drones will attack and repair modules. Good module if you want to defense room without heroes. Drones could be destroyed by monsters. Drones will be explode after destroying Drone Module by monsters.
6) Items Teleporter Module (Major) - 1 per level
After building this module will start spawning random item (chest) in this room. Need to open X rooms to spawn item. High building cost.
7) Soul Transmuter (Major) - 1 per game
Sacrifice hero and it will be transform into a "ghost" with highly increased stats (depending on hero level). "Ghost" hero slowly regenerate health during battle (and fully restore after monster wave) but he can't left room with this module.
8) Prismatic Cannon (Major) - offensive - 1 per level
High damage. Reload speed depends on firing range (more rooms away - more time for reload). While operating by hero cannon can shoot to adjacent room (not powered room also, maybe).
Alternative fire option (Charge Mode) (manual activation):
Option 1: Each "Small Turret" in this room will stop firing and reduce recharge time for Prismatic Cannon.
Option 2: For every 2 "Small Turret" in this room Prismatic Cannon gain increased fire range (by 1 adjacent room). Each "Small Turret" in this room will stop firing also.
I lovingly call this my mind♥♥♥♥ module collection:
1) Psionic Beacon (Pb) (Major Module)
Draws all enemies from adjacent rooms until destroyed (target priorities change to the psionic beacon).
If operated, the effective range is increased. Per every 5 wit, another room is added to the effective range.
You know nails scratching on a blackboard? You fear having a church bell sounded next to your ear? You remember the Endless hateful nagging of your ex-wife? Imagine all this combined, worse... and no relief by going deaf.
Applies to monsters and heroes. For each TEBS-module, the attack speed of monsters and heroes is lowered by 1/(NumberOfHeroes+NumberOfMonsters) multiplicatively. No caps.
Developed by a hippie community of concrete Endless, the TEBS-modules tear down all the walls that keep you from knowing what everyone else is thinking. There never was a better way for generating ultimate confusion.
3) Virtual in the Shell (VITS) (Major Module)
Randomly lights a dark explored room, each turn, and fills it with small tower illusions with half the life of normal small towers, but normal damage.
Operating the module allows for one more lit room per 5 wit.
Ever wondered what a mind-crazed virtual left alone in a miniature machine would do with a dungeon full of monsters and a host terminal with command shell access? Now you know...
1) Emergency Light: the module keeps the room lit even when the power is turned off. Obviously while it is lit but unpowered no new modules can be build in it and it does not allow "skipping" a room to power the next one down.
This could use a major module slot to reflect batteries etc. Alternatively it could be a minor module and only last a certain number of turns. Following that line of thinking, the module could recieve "charges" every turn that the room is powered, gainign one charge when build and one for every turn it is connected to the generator.
2)Recycler: (alternative name: Soylent Module)
Minor Module - Support:
It turns enemy remains into resources. Two types of the module, Red and Green. (basically the effect of the skills obtained by Opbot and Gork respectively).
EDIT: Forgot the science resource -> a third version of the module - a "Blue" Data Analysis Module - could obviously have the same effect for science.
3)Accelerator:
Minor Module - Support
Increases the Speed of heroes passing through the room - only truly becomes useful when a network is set up which allows for quick movment of heroes to reinforce other parts of the defense. Also can help moving the crystal. To prevent exploits it would have a cap. "SpeedBonus_Max" Value="whatever"
4) Alpha Wave Emitter or Neuronal Spike or Neural Oscillation Enhancement Module
Minor Module - Support
Increases Wit of heroes in room by 1 (or less if more need to be build).
Alternatively the module could be more specific affecting OperateWit or RepairWit...
5) Aperture
Where did the Vaulters discover the unique technology? Is it a legacy of their Auriga roots and the lost Endless technology there?
Major Module
Operating time: 3 (random number) seconds
Hero travels to the next Aperture module in order they were built (to avoid needing to implement manually selecting a destination).
6) Stasis Field Projector
Minor Module - Offensive
Channeled attack with set duration before cooldown kicks in - while channeled immobilizes one enemy, preventing it from attacking and being attacked. May have a target priority to go after crystal golems or similar large targets first.
7) High Frequency Sonic Caster
Minor Module - Offensive
Constantly broadcasting a high frequency signal that causes (very) minor damage to all monsters in the room.
~need to come up with a name for a 8) gas trap minor module (offensive) that will cause damage over time - possibly to both monsters and heroes, making its use more *interesting*
9) Matter Transmutation Station (Types: Red/Green)
Major Module
When operated by a Hero, when door is opened, transmutes industry into food (or the other way round for the other version of the module). This could be a 1:1 or 2:1 ratio.
EDIT: Forgot the science resource -> a third version of the module "Blue" could obviously have the same effect for science.
EDIT2: For any kind of resource exchange module to be of practical use, the amount of resources exchanged has to be higher than the amount of resources gained by simply building a module of the desired type. Also, to make an exchange from another resource to industry worthwhile, the construction cost would have to be low, so that the gain is not made void through the construction.
10) Meditative Module of Inner Peace (working title)
Major Module
The cooldown of the operating hero's active skills (that are currently cooling down) is decreased by 1.
After this I'll take a break...
11) Dowsing Station
Major Module
Increases chance to discover FIDS resources when opening a door.
(On the same light of thinking, a 12) Heat Sensor could increase the chance for NPC/Heroes while decreasing Monster appearance behind closed doors)
melkathi wrote: If I may be so bold as to say this, but I'd change the name to Nano-Assembler or something like that
This is work in progress title Idea is more important for me
7) Soul Transmuter (Major) - 1 per game
Sacrifice hero and it will be transform into a "ghost" with highly increased stats (depending on hero level). "Ghost" hero slowly regenerate health during battle (and fully restore after monster wave) but he can't left room with this module.
it will increase the fire rate of all the offensive turret of the level.
- Heavy Turret module:
deploy an heavy firing turret, must be utilized by an hero for work. while the hero use it, he can't move from the turret and will not attack enemy. when the turret hp is below 25% the hero will stop to use it and will defend the room, because the turret will be disable.
- Scaning module:
will increase the knowledge of the heroes about the weakness of the enemy, increasing the damage they do to all enemy of the level (1 per level)
Here is an idea for those floors with poor setup/poor dust loots
CCM - Crystal Collector Module
Major Module
Cost : 20 to 40 industries
Effect : Allow the player to move the crystal to that module and to be able to repower rooms after the crystal phase.
Why ? In some case, the dungeon doesn't want us to win. We have 3 to 5 lit rooms, but have like 10 to get the crystal to the exit.
When this module is built, it doesn't do anything (buffs, FIDS...) and doesn't need to be operated, but it can accept the crystal like it was the exit.
So the idea is that the player can't make it to the exit with the existing path he discovered, and instead, he can build this module to accept the crystal and power new rooms (and change his defense setup). The crystal phase remains the same, but once the crystal bearer gets in that room, the crystal is inserted in that module and the room lights up. Then he can repower the other rooms from that room (as if it was room n°1).
Doing this is a challenge, since the mobs will spawn (Crystal phase). But, if the player can do it, it will give him more chances to get to the exit. The cost of that operation can be light as it can be very heavy (hero's loss, heals with food...), but can be very helpfull.
Also : From an idea of Nostromer in the event section :
"1- Welding doors - A mechanic type character skill - character can stay in a powered room and can continually hold a door closed stopping mobs as long as the character remains in action (and vulnerable)
>the idea - Allows other characters to clear different waves in other sections of the dungeons and allow for adequate travel time to give backup to the mechanic character when the door breaks.
>> Could allow for more adaptation and control when opening a large dead end branch with low economy and being forced to branch out to new area's from the crystal point.
>>>balance - It could cost industry points for each weld point and the durability would be dependent on the character skill level."
What about a module that could sceal doors leading to unpowered room (while operated). Depending on the wit (5, 10 and 15), it could sceal 1 to 3 doors.
UPDATE: this thread will be closed on Feburary 4th, at midday (gmt+1).
***
Hi everyone,
We are glad you enjoyed posting ideas in the "Advanced Events" thread (with the best events that ended up being selected for the G2G vote!). This time, we would like to add more modules to DotE... Indeed, we do have our own already but we thought it could be fun if we could implement some of YOUR ideas for the modules (major and minor). GAMES2GETHER ftw!
We have detailed below the description of a module (major and minor).
Module description
Major module
Its effect is applied to the entire level (can’t be exclusive to the room)
There can only be one per room
It can be operated to improve its effect
Minor module
Its effect is applied to the room only
There can be several per room (its effect can potentially be combined)
It can’t be operated
Divided into 3 categories:
Offensive: it attacks the monsters in the room
Support: it gives bonuses to heroes in the room
Debuff: it gives penalties to monsters in the room
And, don't forget the following information:
Title
Major or a Minor module and for this last case, if it’s an Offensive, Support or Debuff module
Description of the effect
Tips
Of course, we are wishing good luck to all of you and we also have a few tips:
Avoid special interactions with the module (it’s supposed to be automatic)
Try to use the current features in the game
Keep it simple! The effect has to be understandable very quickly
Please note that we may edit your idea to make it more suitable for the game.
There is no exact deadline yet but it should be rather short; we'll let you know in any case. Besides, we're all available if you have any questions. And that's it for now so, let's all dive into this brainstorm!
Some ideas. But I’m not good at that, cause my modules don’t exactly respect the rules (I love break the rules, I'm not ready to be a videogame developer ).
This one doesn’t follow the rule “applied in the whole level”).
Sonar (major) :
You can see what's behind adjacent rooms who're still undiscovered (door closed). You can't see the "event" of the room (monsters, chest, blueprint, exit...). What you see is the room itself : how much doors behind, how much minor sockets, and if the room has a major socket. Special rule : You can’t destroy the sonar without destroying the major socket. Don’t have any idea to the wit bonus. I thought it could give you a X% chance to see the event of the room (except exit). But I don’t think it’s really possible (technically), and I think it could be too powerfull to just be able to activate the module beyond the adjactent rooms.
Socket Module (major)
Add x minor sockets to the room. Operate it give more efficiency to the minor-socket on the room for the next turn. Though I'm not sure it's even possible to "transform" a room (unlikely :/ ), it could be a fun one.
Monster black-hole module (major) :
A deadly bait-module. All monsters in adjacent rooms are attracted by this module and attack it in priority. The module is pretty hard to destroy, but it can’t be repaired, and if it is destroyed, there is a spacetime continuum rip, which mean the universe is destroyed too. Game over. The module can’t be destroyed manually. Operate it give more defense to the module (depends on wit, like always), or extend the range (more easy to deal with monsters, but really more dangerous too). (Oh, this one is weird.)
This one breaks the “not interactive” rule.
Lavoisier module (major) :
A classic of german boardgames. : ) You can trade FIDS for other FIDS, with some rate. Like 4 FIDS (of one sort) against 1 other FIDS. Operate it could give you a better rate (like 3/1) during the next turn. The wit definites the rate or how much trade you can do with the better rate (I think this one is a better choice).
Rodent module (minor module, offensive) :
Little rodent robots attack enemies in the room. Cheap module defense, and a pretty good one. A really better value, but they eat all the dust earned in the room.
Like someone suggest it, I thought too of a “crystal socket” module. It could give us a lot of new strategies based on mobile tactics (though I’m not sure it’s really the way you devs see your game). The cost of it should depends of your quantity of dust.
Other cool major module is the one who can powered a room by itself. Melkathi described it very well (much better than I would do). : )
I think minor modules is not as funny as major modules are. : ) It could come in all the variety of buff/debuff mods, but to me there is not enough differences. It’s not so good to have a module to increase attack, an other one to the defense, an other one to the speed, etc. Though, a wit minor module could be fun. Just to create some “wit rooms” with major module. But it could be hard to balance.
5) Aperture
Where did the Vaulters discover the unique technology? Is it a legacy of their Auriga roots and the lost Endless technology there?
Major Module
Operating time: 3 (random number) seconds
Hero travels to the next Aperture module in order they were built (to avoid needing to implement manually selecting a destination).
I prefer this one in the form of an event, like portals create by the ancients. The player discover the first portal in one room, and after that it’s a trip to the unknown. : )
10) Meditative Module of Inner Peace (working title)
Major Module
The cooldown of the operating hero's active skills (that are currently cooling down) is decreased by 1.
I thought at something like this one, but it’s so powerful! With two or three of them, it could be crazy. Or the cost should be really high.
I thought at something like this one, but it’s so powerful! With two or three of them, it could be crazy. Or the cost should be really high.
Cost will probably be the balancing factor for many of our ideas. With major modules the other limiting factor will be (at least the way I see it) the limited available number of build slots and the fact that every major module you build, you sacrifice the option to build a different one.
Melkathian idea No. 13) Necrotech Reanimatior
As (I assume part of the locals) we are getting "necrophage" (a race of cannibals, as the name translates to eaters of the dead?) and quite a few monsters are classified as "necro", keeping with the "necro" theme:
Major module
Upon kill in room, module collects a hidden necrotic sample resource (could be a 0.1 value for example). When the counter reaches 1, it spawns a little reanimated version of the little monster dudes/dudettes ( image of the one I am refering to: http://forums.amplitude-studios.com/attachment.php?attachmentid=8230&d=1382004299 ) to defend the room.
What about a module that could sceal doors leading to unpowered room (while operated). Depending on the wit (5, 10 and 15), it could sceal 1 to 3 doors.
People have been discussing barricades and forcefields. My own suggestion was exactly that, a major module that needs to be operated by a hero to seal off doors.
The interesting factor for modules that require an operating hero to function is that hero AI will obviously always choose combat over operating a module. That means that from the moment an enemy is already inside the room, heroes wont be able to power up the module.
Currently I am tending towards a ( does this count as 14) or is it idea 0) the prequel? ) Forcefield Generator Major Module that, while operated blocks all doors to the room (so no manual selection of door needs to be implemented and no random factor frustrates the player) ; that the forcefield will get attacked by monster though and its Hit Points are determined by the operating hero's Wit.
Edit: also going to bed before I make so many posts in this thread that Nosferatiel has to edit them all together again
melkathi wrote: People have been discussing barricades and forcefields. My own suggestion was exactly that, a major module that needs to be operated by a hero to seal off doors.
The interesting factor for modules that require an operating hero to function is that hero AI will obviously always choose combat over operating a module. That means that from the moment an enemy is already inside the room, heroes wont be able to power up the module.
Currently I am tending towards a ( does this count as 14) or is it idea 0) the prequel? ) Forcefield Generator Major Module that, while operated blocks all doors to the room (so no manual selection of door needs to be implemented and no random factor frustrates the player) ; that the forcefield will get attacked by monster though and its Hit Points are determined by the operating hero's Wit.
Edit: also going to bed before I make so many posts in this thread that Nosferatiel has to edit them all together again
There's actually a moderator function for that. I just need to select your posts and select "merge" to do that. No other manual work involved.
Reroutes enemy pathing to first come to this room before going towards crystal. Expensive (costs food and industry to make?)
Blade Slave
Minor Module
Creates a close range damaging turret. Deals medium damage, enemies take damage when they damage it, and can't approach major module in room/pass over blade slave without taking damage.
food processor
minor module
Every x (x=10/# of these mods in the room) number of enemies killed in room produces 1 food.
Success laser cannon
Major module
A high damage (WAY higher than the claymore) laser that can only be fired if someone is working it. Rate of fire dependent on wit.
Netthrower
minor module
Immobilizes enemies for short duration, reduces damage dealt by enemies during same duration. Slow rate of fire
Big Bomb
Major Module
Bomb that kills everything (heroes, minor modules, enemies) in room. Detonated remotely (similar to how when a hero is sent to pick up crystal, an option to actually pick it up is offered, a hero must be selected, and then the module clicked for the option to be chosen)
Sonic agitator
Major module
turns a percentage of mob on itself when enters room--can potentially effect heroes, though.
After building, an aroma will start to spread to outer rooms once per turn spreading outwards. When the scent reaches a merchant's dog he(/she?) will move towards the scent and the merchant will chase after him(her?). Effectively putting the merchant closer to a more defendable position.
Negatives: Can take a while. Some monsters seem to like the smell too and will prioritize attacking the module. Occupies a spot that could be producing food/industry/(eventually science?) for multiple turns. Merchant can still die in the process of moving.
Generator - Major - Medium Cost (20's)
Build in a powered room and it refunds one room worth of energy. Can hold power without being connected to a room with power.
Allows a player to build in more rooms if they've been unlucky gathering dust. Or allows them to set up a new defensive position if they have the industry.
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