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It would be nice to stumble across some deep cave network filled with abandoned treasures in it's bowels, potentially left by some bandit gang being overwhelmed by creatures such as spiders. Though it's moments like that need to be debated over whether delving into each dungeon is worth it at face value, especially if some NPC quest giver describe it as such, only for it just to be a death trap with spiders.
I never played the daggerfall games and elder scrolls before oblivion and skyrim but one thing i didnt like in oblivion and skyrim is doing a dungeon with no lore/quest surprizes or purpose to the dungeon other then exploring it cause then it just feels empty like opening a gift with nothing in the box basicly to me. =P
I really love well thought out storys and lore surprizes and make it so u wonder what surprizes will pop out or you will find in the next place you explore. <3
Go play Dark Messiah. Hand-crafted dungeons will likely exist in Wayward Realms, but most will be procedurally-generated simply due to the scale they're working with. Daggerfall had over fifteen thousand total locations with plenty of space left over, and they're aiming for a game world of around the same size; to make everything handcrafted would take an impossible amount of man hours.
Would also be cool if dungeons could get resources and level up. :)
That sounds good. Whatever you do. Non-handcrafted dungeons won´t make any sense imo. If a player enters a location, whatever that may be, the worst thing that can happen is, if the player has the feeling, this location was created by a routine and not by the "living" beings, which live there or did in the past. Therefor it has to spread charme, character and most important, individuality.
But how will you achieve such a thing, while having this far too huge and vast world map, you are advertising?
Keep in mind, that things, locations, NPCs, items only have a chance to be unique...if they actually are unique and not just a variation of thousands other similar things.
Just some constructive thoughts.
Thats all okay. Finally it´s your game after all. I appreciate the honest answer. What in your opinion will than be the main attraction/ inspiration for players to enter the twentiest plus dungeon? To get more gold, armor, weopons, same of everything plus seeing more of the same for "endless" times?
I don´t mean that in a sarcastic way. Truely I just want to understand what your end-goal is to motivate players to actual experience and explore the world. Is it an adventurous journey or will it be the same bone mill- mechanics that already drove Daggerfall?
I´m asking as I wan´t to be sure this game could be something for me, without being disappointed in the end.
Thank you.
We certainly want dungeon variety to keep the player from facing the same dungeon each time. The reason for dungeon delving will be your own though. We want to cater the gameplay to what you enjoy doing, so dungeon delving should not be a chore, but enjoyable because you get to do more of what you like doing, or get more rewards that you prefer. Besides that, there will be plenty of factions and stories that will send you to these places, where you will discover the next plot point.
And as for a demo Enpro112, that will still be a ways off unfortunately. Our game is very systems heavy, so the focus right now is the systems that create and drive the game world and not the combat yet, though we do have the very basics of those gameplay mechanics in place. So, we still have a long journey ahead, but love having you guys along for the ride.