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!
An event is triggered when the player enters a room.
These events can have different scales, classified in two categories. They may:
Indoor:
be located in the room in which they are triggered
Outdoor:
affect the whole dungeon
affect a random room
affect all elements of a certain type (hero, Crystal, resources, modules)
trigger a wave (waves can be triggered from different rooms at the same time)
When a door is open, it may happen only one indoor event OR only one outdoor OR one indoor and one outdoor events, creating a lot of combinations.
In any case, the event can result in a reward or create a threat.
Rewards can be:
A new free hero
Some resources
An item for the hero
The discovery of an Endless ruin
etc.
Threats can be:
a spawn of monsters
a destruction of modules
an emergency in the dungeon (a fire, a flood, a toxic gas, deactivation of a random room…)
etc.
Blueprint
A blueprint allows the building of one type of module. It can be obtained:
By studying an Endless ruin (mainly)
By finding it in a new room
By buying it from the merchant
The player can use a blueprint as many times as she wants.
Endless ruins are found in discovered rooms. A hero must spend some time as well as Science on it to get a blueprint (See Hero). The player chooses the “direction” of the research (major, offense, support, debuff) and thus unlocks the blueprints of a tech tree that is procedurally generated at the beginning of the game but hidden from the player.
Red: new module / Green : module improvement
After the research, the ruins are destroyed and become a Major slot.
Merchants
Merchants are in certain rooms, replacing the Major slot. They can buy your extra hero items, and they sell some blueprints, hero items and other resources. The only currency is Dust .
Moreover, the Merchant has a limited stock from the start. Its stock includes all hero items you’ll sell to them.
To trade with a merchant, the player has to send a hero into their room and then, by clicking on the Merchant, open the shop panel. This action is possible in a powered or unpowered room.
Bought items and blueprints are stacked in the player’s inventory.
VIP's Feedback
This game design document has been shown to the VIP. At the end of each topic, we will add a little summary of the fruitful discussions.
We confirmed that there is at least one “event” in each room (not all of them are big events, sometimes this is only a loot or some mobs)
We confirmed that you start the game with basic blueprints stocked in the spaceship that you have selected
They have some good ideas for the merchant's representation, like Endless automated shop or heroes of previous run (!)
We discussed these suggestions: a demonic shopkeeper, a mimic, a treason system and a pug
They suggested that the merchants must be protected from monsters (and we will add this in the game)
Oh, wait, I found a question : what do the merchants do with the Dust we provide them ? I mean, they have to do something with it, I wouldn't sell useful items for something I don't need. Well, it's really a detail.
With the Dust earned, the merchants can... buy the player items! ^^
Tredecim wrote: Why protect merchants? I was hoping for some funny moments with dead merchants and quests to defend them
But I'll be fine with the way it will be then, I guess.
Mysterarts wrote: With the Dust earned, the merchants can... buy the player items! ^^
Why don't we say the "merchants" are more artisans than merchants and can craft the dust the players give them (overhead for their own livelihood not included, of course) into powerful items?
In that case, you cannot simply rob them. Who should forge your swords, assemble your guns and draw you maybe even some special turret blueprints? They got nothing to rob but their lives, perhaps?
Mysterarts wrote: With the Dust earned, the merchants can... buy the player items! ^^
Grr ^^ of course they can. I just thought that, in Endless Space, Dust is used to enhanced oneself and empower constructions (especially electronics). I wondered if the merchants wouldn't use it that way to achieve ... well... some projects of their own. Because the Endless Laboratory isn't really the best place to live =p. That would give us another reason to protect them.
Nosferatiel wrote: Why don't we say the "merchants" are more artisans than merchants and can craft the dust the players give them (overhead for their own livelihood not included, of course) into powerful items?
In that case, you cannot simply rob them. Who should forge your swords, assemble your guns and draw you maybe even some special turret blueprints? They got nothing to rob but their lives, perhaps?
I really like this idea ^^. It's pretty much what I had in mind, but better said. That could also work if some merchants appear to be machines, destroy them would do no good, except looting some perhaps.
Doshaburi wrote: I really like this idea ^^. It's pretty much what I had in mind, but better said. That could also work if some merchants appear to be machines, destroy them would do no good, except looting some perhaps.
This idea - I like it lol
Mechanic vendors which can be destroyed - now it's getting interesting! Supported
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