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Spaceship Creation Contest

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10 years ago
Jul 7, 2014, 8:51:20 AM






smiley: warning Contest part 1 is closed!

See the results and vote in the Dev Blog: http://forums.amplitude-studios.com/content.php?448-Spaceship-contest-vote






Hi everyone,



Are you ready for a new creation competition? In the latest update, we implemented a new game option: spaceships that you can actually unlock! They bring new game modes with special gameplay effects, new starting configuration and visuals for even more diversity and more fun of course.



Today, we want to call on your creativity to create an extraordinary new spaceship for Dungeon of the Endless!



The creation contest will be divided in 2 parts:

  • The gameplay (rules, stats, etc.)
  • The packaging (visual, name, description, etc.)










Part 1 - Gameplay



The Brief

In order to propose an interesting variety of challenge for the player, here is a quick reminder of the spaceship in game and a glimpse of the others which are planned for the release [spoileralert!]. The aim is to find ideas not too similar to the already existing ones:

  • The Infirmary: no end turn auto heal, more HP, drugs
  • The Armoury: 4 heroes at start, no free hero, no offence module
  • The Drill: no production module at start, endless floors
  • The Library: focus on research / modules, heroes "lethal as canaries"
  • The Refreezerator: 1 hero in the entire game, but undying… or nearly!






The Entries

There are different properties to define in the gameplay aspect of your spaceship:

  • Code name: the final name will be given in Part 2
  • Special gameplay rules: see below
  • Number of heroes at start (1 to 4)


If its relevant:

  • Global statistics modifiers (attack power, health, defence, etc. of heroes / mobs / modules)
  • Starting modules (and unavailable modules)
  • Starting items (and unavailable modules)
  • Starting FIDS and FIS incomes




The special gameplay rules are obviously the most important part of the entry. The idea is to find a way to use the current features and elements already available in the game and rearranged them to create a new way to play it. Try to keep it simple! A good concept can be summarised in one sentence.



Advice

(Added July 11th)

  • Avoid using AIs (NPCs, heroes, mobs, drones with special behaviours: auto move, actions etc.)
  • Avoid spaceships for specific heroes or with hero selection constraints (we want each ship to be playable with all heroes)
  • Avoid replacing all the elements of the game ^^ (maximum 1 or 2 special modules or mobs by spaceship for example): we’re looking for a new spaceship, not a list of modules, heroes or mobs!
  • Don’t change the maximum number of heroes controlled by the player (up to 4!)
  • Avoid adding new GUI elements
  • Keep it simple: avoid having a long list of effects, keep only the most important elements
  • Avoid giving to much RP elements (even if it’s really fun ^^) because it’s the subject of the Part 2 of this contest
  • The proposals need to be in English





We will select 3 of your proposals then organise a GAMES2GETHER vote! You may submit several entries but are limited to three! Also make sure you keep all your entries in one post!



smiley: warning Please note however that Amplitude reserves the right to modify the 3 proposals and will work with the winner to finalise the design and adapt it to development constraints.





Deadline

We will be closing the thread on July 15th, at midday (Paris time!).





Prize

Winners of Part 1 et Part 2 will:

  • Get their names in the game credits
  • Win a cool Dungeon of the Endless T-shirt and buttons
  • Three Steam copies of the Dungeon of the Endless - Founder Pack: so you can play with your friends once the multiplayer is released!






Best of luck to all of you!



smiley: amplitude
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10 years ago
Jul 7, 2014, 12:48:39 PM
1st idea:

THe Zombinator Crystal: monsters are entranced by the crystal and try to steal it to worship as their god, instead of destroying it.



Background: Crystal experiments made it resonant to the fauna and flora of the planet in an attempt to create a mind-controlling device. It creates a a fervent worshipping mindset instead.



Number of heroes at start: 2



Special rules:

Indestructible crystal, has an anti-exit, monsters try to take crystal to anti-exit instead of attacking the crystal.

No native auriga heroes.

A Keeper always spawns in the room closest to the anti-exit, even if lit. If it evolves to the latest level, it will spawn a door opener which will always try to open the door which leads to the anti-exit.

On later levels, native auriga heroes will spawn as anti-heroes against the player (only one at a time).

Crystal aggro'ed mobs will pick up or push the crystal towards the anti-exit. Some may reduce player carrying crystal speed, others force player to drop crystal.

Players can pick up the crystal and put it back to base.

Every time crystal moves to different room by monsters, player loses 10 dust.

Losing all dust = lose game

Monsters taking crystal to anti-exit = lose game



2nd idea:



The Gravatron Crystal: crystal has huge mass and must be moved by building a crystal base major module.



Starting chars: 2



Special rules:

Every room has major module slot.

Crystal base can only skip up to 1 room (must be built every other room), costs dust

building a crystal base is like opening a door, summons monsters

crystal base disables all minor modules in the room

crystal slowly drags itself on the ground towards the new base
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10 years ago
Jul 7, 2014, 1:05:48 PM
The Farmer



Special gameplay rules: Production of science is lowered to one per turn withouth generator but the production of food is doubled

Can sell food for industry (2 food = 1 industry) or industry for food (2 industry = 1 food)



Number of starting heroes: 2 Heroes
0Send private message
10 years ago
Jul 7, 2014, 1:22:48 PM
Entry #1:






Code-name: The Vault



Special gameplay rules: Very high stockpile of smiley: fids at start, high amount of starting smiley: dust on each floor, but no smiley: fids gain AT ALL.



Number of starting heroes: 1



[HR][/HR]



Entry #2:






Code-name: Rush



Special gameplay rules: Monsters spawn in unpowerd rooms even during the planning phase, just like they spawn when you carry your crystal from start to exit. Monster spawn rate is decreased. Your heroes start on level 4 and each of them has a random minor item.



Number of starting heroes: 4



[HR][/HR]



Entry #3:






Code-name: Necrophage philosophy



Special gameplay rules: When a hero dies you gain a large boost of smiley: fids and your base smiley: food, smiley: industry and smiley: science gain is increased for the rest of the game. You cannot recruit heroes though.



Number of starting heroes: 4
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10 years ago
Jul 7, 2014, 1:49:24 PM
Proposal 1!



Codename: Transwarp Pod



Special Gameplay Rules: After each floor, the heroes you're playing gets replaced randomly with heroes you've already unlocked. The replacements can be the heroes you were using the previous floor, but NO DOUBLING.. Levels and equipment stay the same between floors (ie, if you have 2 lvl 8 heroes this floor, you'd still get 2 lvl 8 heroes the next floor). Weapon slots are replaced with the special equipment slots, and all heroes' attack damage are buff to compensate lack of weapons.



Number of starting heroes: 2, but they are necessarily random.



The idea is that the ship that crash landed on Auriga was an experimental transwarp spacecraft, and since its crash, the crystal has been glitching and is tampering with reality every time it's used. I'm thinking of adding a stele-like effect every time a new room gets powered (ie, rooms that have already been powered at least once before don't count), but maybe winning would then rely way too much on RNG.



Replacing the weapons slot with a special equipment slot is to reduce the chance of incompatible equipment between heroes. Only items equipped survive changing floors, and are relegated to the inventory at the start of each floor.



_______________________________________



Proposal 2!



Codename: Self-Destruct Sequence, Initiated!



Special Gameplay Rules: Oh no! Your presence in the dungeon has set off it's defense systems, and the floor you're in would be sterilized in intense fire in 18 minutes. Quickly, you must find the exit immediately.



Door opening and module building speed increased.



Number of starting heroes: 4, no additional hero spawns.



18 minutes is debatable, because it would be difficult in the later floors. Or maybe it could scale up as you go to higher floors. Anyways, this is 18 real-time minutes, door open or not. The point is to give urgency to the player, even though it's a turn-based-ish game. Heroes might be slightly buffed to balance the game, since this mechanic might mean multiple door opens in short bursts of time.



This is less a ship type, and more a game type that is more frantic, fast and less leisurely and possibly more stressful and frustrating than usual. Haha. A game type where players do not have the luxury of time to think thoroughly.



_______________________________________



Proposal 3!



Codename: Coffee Brewer Pod



Special Gameplay Rules: Your complicated power source not only has the ability to light up rooms and keep bad monsters away, it also works as an incredible coffee dispenser. Mmmm. Every 5 doors, the crystal produces a cup of joe, and produces up to 2 cups max in each floor. The crystal simply drops a cup of joe on the room its in, perhaps in the form of a chest, perhaps a chest but with different art, which the hero can pick up as an item. It is a special equipment kind of item.



When a hero equips a cup of joe, the hero is 'cursed' and cannot unequip the cup of joe for 8 door opens. For the first 5 door opens, the hero has increased walk speed, attack speed, and wit, but reduced defense and health regen. If the player is RP-ing, one can imagine that their sleepiness also decreases.



For the last 3 door opens, the cup of joe becomes an empty cup of joe. It would have a debuff effect of reduced walk speed, attack speed, and wit, but increased defense and health regen. After the 8 door opens, the hero can now unequip the empty cup of joe.



Both the cup of joe and the empty cup of joe can not be sold, or would have a sell value of 0 smiley: dust. Cups of joe that are left behind in the crystal room untouched are destroyed when moving from one floor to the next.



Number of starting heroes: 2
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10 years ago
Jul 7, 2014, 1:53:30 PM
№1



Codename: The Steler Officer



The new technology allows us to combine the elements from energy crystal and Stele artifact, so why should we miss such an opportunity.



Summary: constant Stele effects, crystal holders.



  • Your energy crystal constantly activates random Stele effects by itself. You can check the current effect by clicking on it. Probably, there should be a lot more available Stele effects in this mode, than with other ships, affecting almost all gameplay elements. Even the research process and items rarity.
  • When the current Stele effect ends (cooldown similar to common crystal life period), energy crystal set a new random one. There should be a notice: “Stele effect has been changed”.
  • Old Stele crystals are replaced with crystal holders. You can place your crystal on it, like in first room. Cannot be destroyed.
  • Heroes at start: 2





№2



Reactor core



Basically, this is not an escape pod. This is a replaceable cartridge for nuclear reactor, which is used in spaceships engines. Not designed to transport humans inside, but, tough times…



Summary: radiation, cannot unpower rooms, new armour.



  • Radiation from crystal constantly deals low damage to everyone in dungeon (heroes, monsters, maybe even NPCs). Clearing wave restores health partially. Deals medium/high damage to hero, who transports it to the exit.
  • Player has initial smiley: dust income.
  • Can build Autodoc shards from beginning.
  • “Overflowing power” - powered rooms cannot be unpowered. Emergency generator is removed.
  • Armour is replaced with anti-radiation costumes. Only two stats: radiation protection (1/3, 2/3 or full protection), speed -x (-5, -10, -15)





№3

Let’s go crazy



Assault ship



Who said, that fighter spaceship cannot be used to dig underground tunnels? You just didn’t try it before.



Summary: very hard, reverse gameplay, batteries instead of exit, survival.



  • Initial room on each level is replaced with large ship. Its size is similar to large horizontal room. Ship always has 4 doors (to each direction), and some attack modules within (~4 tesla modules + additional small nodes)
  • Level size, monsters power and wave size greatly increases (twice or much bigger).
  • We are not searching the exit room. Now we search four (or random amount) batteries, randomly placed in four rooms across the dungeon.
  • To proceed to the next level, we need to found all batteries, bring them to the ship (connect to our crystal) and activate the digging process.
  • Transporting the battery is similar to crystal, but now we do this in backward direction, and rooms didn’t lose their power.
  • Increased wave difficulty after each battery placed in ship (yes, even more smiley: twisted ). But now ship generates small amount of dust smiley: dust (more after each battery).
  • After all batteries are placed in ship, you can activate the digging process. Team must survive for certain amount of time. During it, rooms start losing their power (from far ones to nearest, not all rooms become unpowered, when timer ends) and monsters constantly spawns in unpowered rooms.
  • Number of heroes: haven’t decided yet, two or four. Heroes from dungeon are not removed.





[HR][/HR]

Additional gameplay feature, which possibly could be added to all my proposals.

This is not a new type of ship!



Side room



During the dungeon exploration, you may encounter a specific door. The room behind it doesn’t have any other doors (a dead end), and always contain some nice things: huge stockpile of resources smiley: fids , some items or survivors. Not everyone can enter this door, it only depends on your party. The wave wouldn’t spawn, after you open this door.



Message, if you try it with wrong hero - Solution

“This door is jammed, you need a little bit more strength to open it” – Make Your Body Fit and Toned With Muscle Stimulator Gork, Troe, Nanor

“Door is not opening, the touchpad near it doesn’t have energy” – Opbot, Elise, Mormish

“Not opening, and looks like the hand scanner is not for humanoid species” – Hikensha, Skroig, Kreyang

“Door is covered with dark fog, not gonna touch it” – Call the black magic specialist baba Golgy, Jorely, Arme

“Ugh, closed. But it must be possible to hack the key terminal” – Max, Josh, Sara

“OUCH!!! The door is under high voltage” – Ken, Deena, Rakya
0Send private message
10 years ago
Jul 7, 2014, 1:53:34 PM
Code name: Second Wave



Special gameplay rules: You cannot build any major Modules, but there are already build modules in the dungeon. All you have to do is to light the room up to use them. You can repair major modules if damaged, but you cannot rebuild them. But you can do research to upgrade existing ones.

Number of heroes at start: 2



Description: The first wave of spaceships grabbed all the good things and let you with nothing behind. So you cannot build any new major modules. On the other side: The first wave already build some modules you can(must) use.



------------------



Code name: Clone Chamber

Rules: You select one Hero at the beginning and start with 4 clones of this hero. If you don't have 4 heroes in your party, you get an additional clone of a random hero from your current party, when you enter the next level (Up to 4 heroes in total)l. You can recruit other heroes if you find them.



Starting heroes: You select 1 Hero and start with 4 clones of her/him/it



------------------------------------



Ship code name: The Cube

Rules: The dungeon is quadratic and created only out of quadratic rooms. Each room has a specific color. There are 4-6 different colors. The "save" color is the one the exit room has. There is always a path from the starting room to the exit in the right color but you don't know which one it is till you find the exit. If you carry the crystal into a room with the wrong color, the crystal gets destroyed/damaged.



Starting heroes: 2
0Send private message
10 years ago
Jul 7, 2014, 2:21:19 PM
DISCLAIMER: A list of ideas can be found on my blog here of course a lot of them don't fit the restraints of this competition...





  • The Prison Riot




The ship crashed - a perfect time for a prison break!



The player chooses a side: Inmates or Guards!



As the Inmate Team, the player only gets to use prisoner type heroes. The exit on each floor of the dungeon is guarded by a guard type hero. (or possibly two or even three on later floors- balancing you know. same goes for guard level)

I guess the tricky thing will be causing the AI opponent heroes to use their active skills. Though they could just autoactivate them at the start of combat.

Special: new room type: the cell. Cells house prisoners. Spend some industry to open the gates and spring your fellow inmate! As a result: heroes are recruited using industry instead of food.

Number of heroes at start: 1 (or 2?)



As the Guard Team, the player only gets guard type heroes. On each floor there will be one or more prisoner type hero who the guards will have to find and subdue before being able to move on to the next floor.

Number of heroes at start: 2 (or 1?)



The upside of this game mode would be twofold: on one hand, it adds a kind of easily implemented "boss fight" to each floor. On the other hand, it could make for an interesting PvP adaptation down the line.





  • The SMART Pod:




Small and manoeuvrable, you can fit this pod in any niche of space. No longer lose cargo space because of silly safety regulations!



The cargo pots the heroes crashed in were tiny, fitting only two people at best. Even worse, the impact destroyed them beyond repair and with them the power source. But all hope is not lost. Before power to the pod was cut off, it detected the presence both of a working power source and an intact shuttle. Now the heroes need to find both if they want to get off the planet. It's just that two more pods crashed and those survivors have the same idea!



The player controls one of three teams of heroes hunting for the crystal. The crystal is located at the centre of the floor, in a room with four exits. Through three of those exits the different groups of heroes will arrive, the fourth leads to the waiting shuttle.

Each team starts in its own, randomly placed starting shuttle. The heroes will need to make their way through the rooms separating them from the crystal as fast as possible. Once they reach the crystal they need to pick that up and reach the shuttle.

Once the crystal is picked up, warning signs will show its movement to other teams (in single player this of course is only of importance if the AI gets there first). They will need to chase down the escaping heroes and grab the crystal from them. In a way this makes it a 3 way capture the flag I guess.

As speed is of the essence, players can't build modules and since they do not have power, can't light rooms. Modules can still be found in mysteriously lit rooms and the first player to enter the rooms gains control of the modules. Monster wave occurrence is significantly reduced though monsters are still lurking behind doors. If a wave triggers, it trigger for all teams. As waves are less, other event chances increase.



AI and stuff: will this need AI work for single player? It shouldn't need much. All the AI needs to do is move forward and open a door. When the event clears open the next door. When it reaches the crystal, instead of aggroing it, pick it up and keep moving. For targeting, heroes will prioritize two player teams.

If only two heroes remain, regardless of what teams they belong to, they will turn friendly as there is enough space in the shuttle for both.

If no other team has reached the crystal room yet, won't it be possible to run in the wrong direction and straight towards a hostile team? Yup, c'est la vie.



versus mode: this should in the future be adaptable to various multiplayer modes: 1 vs 1 (vs 1), 2 vs 2 (vs 2) as well as co-op 2 vs AI (vs AI)



Heroes at start: 2





  • The Cloning Chamber / The Dimensional Portal:




But I just saw you in the other room!



On each floor there is a random clone/evil twin of one of the heroes. If encountered it will attack, but the rest of the party may not know who to hit, so they may decide not to attack at all or may even accidentally attack their team mate. The doppelganger will follow the hero outside the room, so simply leaving the room will not solve the party's dilemma



Number of heroes at start: 2
0Send private message
10 years ago
Jul 7, 2014, 2:48:15 PM
Code Name -

Power Outage



Synapses

You survive with a broken crystal, and you start with only the emergency generator as your major module.



Special Rules

The crystal no longer powers rooms and All FIS major modules and the shop are taken out of the research tree. Item drops and free powered rooms increase in likelihood and mob filled rooms decrease in liklihood.



Note from sales brochure; Yea... It needs fixing, but my guess is you'll never be trapped underground with millions of monsters, so you have nothing to fear.



Code Name -

Trading spaces



Synapses

Standard game but random abilities are applied to the heroes you choose and pick up along the way



Note from sales brochure: Do not take offense at someone till you have walked a mile in their shoes, then you are a mile away and have their shoes.

0Send private message
10 years ago
Jul 7, 2014, 3:07:11 PM
The gauntlet



Only one Giant floor with all the standard campaign rules applying. Start with 2 heros, If possible have more than 4 team mates as the game goes on.
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10 years ago
Jul 7, 2014, 4:14:17 PM
Cloning Pod

You start with one hero, you can interact with the crystal/starting room and pay (X times the number of heroes or number of clone bay uses) amount of smiley: food smiley: industry smiley: science to clone that hero.

No other heroes appear in the dungeon, they must be cloned.



Experimentation Pod

Start with two heroes.

When heroes level, abilities are chosen at random and one or two stats increase more/less.
0Send private message
10 years ago
Jul 7, 2014, 4:48:34 PM
First idea:



"The Command Room"



You take control of one hero who gets majorly increased health, defense, and wit. The problem is, their weapon was destroyed in the crash, so all they have left to survive by are their wits to create major and minor modules. At the start of the game you get a large boost to science and the ability to immediately research 3 new minor modules. From there you have to make your way through the floors using only modules as your weapon. The hero also has increased monster aggro, so they would rather kill you than the crystal (also allowing you to hold them in rooms with turrets). I would say no finding other heroes, but if you could, they would have to be in the same "No weapon" situation as the first hero.



Second Idea:



"The Market"



In this pod, you and your fellow heroes crash land, and the merchant hitched a ride with you too! However, he is not the most gracious of guests in your pod. The merchant "steals" your ship's crystal, or basically forbids you from moving it as he would rather stay where he is. It still functions as a proper crystal, and he will defend it from monsters as well as sell and buy new wares with you that change every floor. But unless you can collect enough dust on the current floor or open all doors and convince him there is no longer a profit to be had, he will not try to move it to the exit(when you do pay him off, and the dust amount to pay him off would scale with the floor, he will move the crystal for you). The crystal moving event would act like normal, however the merchant is required to be your crystal carrier. You get two heroes, and the merchant takes up a fourth slot, allowing you to outfit him with various items to augment his defense and what not.



In other words:

- Merchant stays in the crystal room, acts as both a merchant and a hero, but otherwise will not move.

- Goal is to gather enough dust to pay the merchant (or open all doors to convince him to move) to move the crystal to the exit while you defend him.

- Start with two heroes, max of three excluding the merchant.

- Merchant can be equipped/level up.

- Merchant's wares change from floor to floor just like normal.
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0Send private message
10 years ago
Jul 7, 2014, 6:05:04 PM
Lynx_gnt wrote:
P.S. Why the main (dev blog) page doesnt have anything about this thread?


Shhh! We don't need the competition smiley: wink
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0Send private message
10 years ago
Jul 7, 2014, 6:09:55 PM
Proletariat's Dream

Note from sales brochure: "Created by neo-communists as a proof of their proletariat doctrines, this high-tech pod scares off hunger (by using nanomachines to create food), idiocy (by using industrialised research techniques) and capitalsm (by being communist) in equal measure. Yes, we are giving it away for free."



Increased smiley: industry generation at start. 0 smiley: science and smiley: food production. smiley: science and smiley: food modules can not be researched, nor they appear from the beginning of the game.

All the prices are paid by smiley: industry instead of related resource, including dust, although merchants do not appear. The change affects the room powering as well - it costs 10 smiley: industry to power the room, and smiley: industry is refunded when the room is unpowered, although the price to power the room increases exponentially per each powered room.



Gameplay notes: At the first glance, the gameplay of the pod basically screams of simplification, since all the resources is brought down to one. However, the depth suddenly becomes apparent as the stock of one resource must be managed wisely. Combined with the fact that restoration of critical powers would eat off potential industry that could be used to power a room and with the fact that it still needed for research, healing and other modules...





Caffeteria

Note from sales brochure: "Stockpiled with cofee and nothing else, this module is great for these times when you need to be awake for the rest of your existance, at the cost of your health. Keep the cofee away from dust to avoid the increase of magnitude..."



Heroes start off with considerably increased fire rate and speed, along with cripplingly low maximum health and the costs to heal heroes are relatively upscaled.



Gameplay notes: A take on "Glass Cannon" gameplay, for these cases when you want to wreck the monsters fast, or die because of large swarms. A strategy of splitting the heroes could actually work even better in this pod, as the game tends to spread the waves between the rooms.

Edit: Seems like the idea has a similiar base concept to the one proposed by TheMassive before. I hope they are not too similiar though.



Recycler

Note from sales brochure: "Maybe it's not a proper way to bury someone, but at least they'd be more useful in death than they were in life. We are not responsible to any apparition related injuries related to the use of this product."



No smiley: fids modules at start. No smiley: fids generation in dungeon. smiley: fids modules can not be researched. Bio-organic transferance is unlocked from the start.

Each dead mob gives +1 to each smiley: fids per floor, including dust. Heroes that produce smiley: fids with their skills have such skills increased considerably. Mobs spawn at every unlit room. Dust can not be randomly found in dungeon.



Gameplay notes: So you've powered all rooms one day and thought to yourself that it was way too easy. Worry not anymore! With this pod, you can actually light all the rooms with the power of dust! And regret that immediatelly on the next floor, when you realise you haven't killed enough monsters to have enough science for that nice thing you want to research. Adding a new reward for the players that want to take risks and an edge for heroes that improve smiley: fids by killing people or passive generation of resource. The food per kill and industry per kill (and science per kill when it happens) skills are increased by magnitude of ten, so they give at least one resource drop per killed mob, and the skills that increase a chance for smiley: dust to drop from a mob are instead increasing the amount of dust dropped from it by flat amount.
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10 years ago
Jul 7, 2014, 6:19:38 PM
Slowbrah wrote:
Dont jinx it!




Trying not to smiley: smile

Bad enough I am not allowed 30 entries smiley: smile
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10 years ago
Jul 7, 2014, 7:04:36 PM
Entry 1: Time Machine--"Well, that didn't work out, let's try something else."



Number of starting characters: 3



Special rules:

-Small increase to passive Science gathering.

-No recruitable heroes.

-Science can be spent at the Crystal to reset the game state back one turn (prior to the most recent door opening).

-Cost of using the reset increases incrementally after each use, regardless of floor.

-Enemy difficulty scales more rapidly.



The basic conceit to this mode is that the player is presented with a more challenging run, but has the ability to "undo" one step at a cost, in order to preserve their run as best they can. This presents unique gameplay options, such as the ability to scout a room's contents in advance at the cost of Science, or being able to lose to a wave, but go back and change your minor modules to something better suited.





Entry 2: Laboratory--"It's like we're rats in some sort of maze..."



Number of starting characters: 2



Special rules:

-The door(s) leading to the exit cannot be opened without the Key Card.

-The Key Card spawns elsewhere on the floor.

-Transporting the Key Card to a door plays similarly to transporting the Crystal, but power is not removed from rooms it has passed through.



Though it seems to be more difficult on the surface (as this forces the player to both explore more, as well as deal with more enemies), this mode also ensures that a floor is heavily explored before the exit is found, giving the player a longer period of time without inadvertently making enemies more difficult. Smart players can utilize this time to build up larger stockpiles of resources and heavier defenses than are normally possible in an Escape Pod run.





Entry 3: Generator Room--"MORE POWER!!!"



Number of starting characters: 2



Special rules:

-Starting Dust on each floor is increased.

-Exploration and killing enemies yields no Dust.

-All three non-Dust resource types can be exchanged for Dust at the Crystal.



In short, this mode would grant the player control over their power generation, but places a greater emphasis on resource production: does the player try to balance their power needs across all their resources, or sacrifice one of the three entirely in order to shore up their weaknesses in the other two resources?
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10 years ago
Jul 7, 2014, 7:07:24 PM
Admin's post from later on in the forum, posted here for newcomers to see:

Contest Advice



Hi everybody,



Thank you for all these proposals, it’s really interesting and fun to read



You still have until Tuesday to submit your spaceship ideas! When we choose the 3 ideas for the Games2Gether vote, we will obviously try to take entertaining proposals with an added value for the game. But to be honest with you, we need also to select ideas which can fit in our roadmap and production constraints. Furthermore, the spaceships are modes to vary the experience of the solo experience and not entirely new games with the same graphics There are also some misapprehensions about the content of a proposal…



So here are some advice to increase your chances to be selected. Feel free to update what you have already submitted (and add an “edit” message with a link to make sure people will read them again).

Avoid using AIs (NPCs, heroes, mobs, drones with special behaviours: auto move, actions etc.)

Avoid spaceships for specific heroes or with hero selection constraints (we want each ship to be playable with all heroes)

Avoid replacing all the elements of the game ^^ (maximum 1 or 2 special modules or mobs by spaceship for example): we’re looking for a new spaceship, not a list of modules, heroes or mobs!

Don’t change the maximum number of heroes controlled by the player (up to 4!)

Avoid adding new GUI elements

Keep it simple: avoid having a long list of effects, keep only the most important elements

Avoid giving to much RP elements (even if it’s really fun ^^) because it’s the subject of the Part 2 of this contest

The proposals need to be in English (we’ll accept the French entries before this message but not after)



That’s a lot of things but I assure you, constraints may produce a greater creative force And there are already a lot of good ideas in your proposals that drew our attention.



Thanks again for your participation!









(Idea#001

Automatons Matron Code name: Little Robot.

Ability: Spend Production to build defence bots that use researched weaponry, able to move from room to room, requires power to function( 1 mark = 4 bots).Cannot build defensive weaponry. Can be repaired as normal modules can.

Core: Decreases movement speed -50%, can produce Li'l Robots on the go.

Idea#002

The Endless Relic Code name:It has other plans....

Ability: Each hero has the ability to be restored from virtual conciousness minus some of their experiences( levels). The dungeon itself activates defensive measures attacking hero and monster alike. Some amount of dust is removed for each revive. ( The removed levels contribute to the difficulty of the final level of the dungeon determining boss strength/wave strength/defence strength etc.) Basically each 'death' increases the difficulty of the next level.

Core: The core of an Endless database, will proceed on its own once activated regardless of monsters leaving( and killing) any heroes not in the escape room when it arrives.[/SIZE][/FONT]

Story: A research team studying the endless activated this relic and were transported to the dungeon, for what reason none can be sure....)


These ideas removed due to not falling in line with specification.



Idea#001

The Pirates Trove Code name: YARRRHHH!

Ability: Start with a sizeable amount of dust(Pirate Gold) but no production,science or food generation. Gain half as much Dust from rooms(Pirate Greed).

Core: A solid lump of dust, provides power to each room around present room, gives monsters +50% speed boost and decreases the carriers speed by -50% whilst also increasing offensive capabilities by +20%.

Story: The captain in burying his treasure opened a hole in the planets surface causing his own crew and ship to plummet into the dungeon.

Idea#002

Ship's Reactor Code name: Warped Core.

Ability: The reactor is on the Fritz!Randomly powers/de-powers rooms throughout the dungeon each time a door is opened(3 Bars Max), also causes radiation to occur in rooms either harming its occupants( poison) or mutating them (Perks!)regardless of the which team they are on.

Core: Slightly Radioactive,prevents health re-gen in transit, slowly drain health.

Idea#003

Half life Code name: Decay

Ability: Start with high levels of production/food/science generation which decreases as more doors are opened.(Exploration vs stable income)

Core: Reduces Hero stats based on number of doors opened when carried.
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10 years ago
Jul 7, 2014, 7:44:10 PM
The one day there’s a competition I don’t pay attention to Amplitude’s Forums, sigh… I read the ideas so far and I liked a few of them and will do my best not to copy anyone’s ideas in my own. I’ve decided to give an example of a ship with a primary hero in mind, similar to the Library, because I think hero focused ships are a good idea. Nurse Ratchet keeps her healing for the Infirmary fix? Maaaaybe. Also a possible mutiplayer ship, and a more RPG type ship. Anyway here they are.







ENTRY #1



Codename:

O2 UH OH



Gameplay Idea:

Unpowered rooms have no oxygen and slowly deplete health of all non-robotic mobs, NPCs, and Heroes.



Starting Heroes:

2



Other Details & Options:

Possibly have an Oxygen Tank in-game item. The Pros: zero or less life drained in un-powered rooms. The Cons: loss of item slot. Maybe make industry easier to obtain, as it will be the only real defense and it will be necessary to build more power generators/stores to save any found merchants. Possibly having it set to +5 smiley: industry and putting smiley: food & smiley: science at +1 to start. Otherwise keep normal game mechanics.







ENTRY #2



Codename:

Poachers Safari



Gameplay Idea:

Rhino Riders are found on nearly every floor and have 10x health.



Starting Heroes

4



Other Details & Options:

Very difficult game mechanic and would require some balancing to make work. Definitely would need increase hero health like in the Infirmary, and possibly an increase to overall FIS. Things would have potential to get out of control fast, but that’s pretty much the point. All modules and other game mechanics would stay the same.







ENTRY #3



Codename

The Powerless



Gameplay Idea:

Dust cannot be used to light rooms. Increase chance that rooms will be powered by mysterious force in dungeon.



Starting Heros:

4



Other Details & Options

Dust is reduced to a merchant resource only and powered rooms will be completely random about the map. All modules are available and there should be an increases quality of merchant items on floors. Food is the more important resource and way need to be easier to obtain in some way. Industry is important, but not the primary focus, as this ship would be similar to the Armory Ship in that respect. Spending dust will be necessary immediately upon finding a merchant in most cases. This will allow for items to be purchased right away on a given floor, but it will be much more difficult to keep the merchants alive overall. Possibly add “Dark Room” items that give buffs in unpowered rooms if this is possible, but a mechanic like this could easily be ignored as the game would be playable and challenging with the ideas listed above.
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