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You (And I mean not only Kalypso, but anyone) may even run a Kickstarter with the idea, as long as you plan to go with it. I won't mind and would be happy to be mentioned in credits (I don't ask for any royalties, but it would stroke my ego to have my name in something I may be proud of while requiring little to no effort from you).
No, I cannot run a Kickstarter myself - I have no connections to make a new studio. Schizophrenia is that kind of disability, I'm afraid.
Yes, I would back this Kickstarter no matter how meager my own income (disability pension way below living wage) is.
And yes, I'll keep answering the questions no one asked me in the first place. That's also the kind of disability schizophrenia is.
We also thought and diskussed a couple of other ideas similar to yours, especially how we could diverse the things that heroes do in your dungeon, i.e. reasons for them to leave without destroying your heart. "Looting X amount of gold" is certainly one idea we played around but haven't come to implement in a proper and fun way. Maybe in the future.. ;). I also like the idea with the "when he leaves your dungeon, he tells his mates about it" (which could give you an reason to let some heroes live..? Or a reason to extra-make sure nobody leaves alive..)
I am not so sure about some other points... multiple Levels? I think this would get graphically messy very quickly. (and from your 4 references, only Sims had multiple levels and personally, I always got confused there too and tried to stay on one ground. But maybe that's just me..)
About the shop.. we like the idea of you (as the evil being) running a shop, but I am not sure it should be in the dungeon? Why not open a shop on the surface just in front of your entrance, selling weapons to incoming heroes? (Guess where you got the weapons from..? harhar). Creates a nice struggle between "gaining money from selling good gear" vs "selling 'broken sword of wooden disaster' to have an easy life". But I am not sure the core gameplay premise of "Dungeons 2" is the correct base for this kind of game.
2. Multiple levels would actually help you organize your own Dungeon as long as navigation is thought through enough. Remember those classic RPGs where each dungeon floor has a different theme and purpose? Something like that. And with that, each floor doesn't have to be really big nor it doesn't to conform to existing map. I really believe that it will let players give way to their own creativity. Especially with the part of "all resources come from heroes so there's no need for resource nodes restricting dungeon layout".
2.1. I also believe that multiple floors are the innovation that Dungeon master games need.
3. The reason the shop should be in the dungeon because everything is supposed to be in the Dungeon as the core idea is that your magic only works within the Dungeon where the magic flowing out of the Dungeon core rules (you can even make an enemy that can temporarily turn the dungeon room into ordinary cave by disrupting the magic, temporarily removing all the traps and other room objects). Of course, the Dungeon Entrance could be a special recreational zone, a meeting tavern of sorts. But that can be up to the player as there are no restrictions on placing those floors except cost efficiency.
4. You're right, I'm also not sure if Dungeons II are a good base for this. The reason I brought this to your attention is not the code, it's the design. You are the guys who understand the thing I wrote more than I do myself. Why do I think that? Because your designers have already struggled over two games of the genre with the first game coming pretty close to the stuff, you have the experience required.
5. The biggest problem, I think, is the customizability that's requred by this design. As in, there should be different themes of monsters as well as different kinds of bosses (spawned manually as opposed to ordinary spawns more similar to Evil Genius recruitment). That's quite a lot of content that you can possibly increase further with DLCs instead of current map-based DLCs model. That could also mean more replayability of new content and additional creativity introduced. But that's less of actual game design and more of money side, so whatever.
6. Yet again, if the requirement above is satisfied you'll be able to make a game about as addictive as Dwarf Fortress which is so good exactly because it's random and unrestrained.
Just on the side note: I personally think that the reason Dungeons II feel so shallow despite all the awesomeness in it is because everything in there is hand-crafted. I mean, it puts the player on rails despite the gtenre being the opposite of the rails - a Dungeon management game. There are several room types. the placement of which is restricted, there are objectives which are required to progress, the maps have pre-defined order of such progress... Negative reviews on top of the positive ones tell the rest.
The design I propose is the opposite of this flaw.
That said, I still wait for the undead faction DLC and will certainly buy it. The reason I criticized the Dungeons II is only because we're talking about the game designand I'm trying to be constructive, okay?
...I think I really have to check out that RollerCoaster Tycoon series to check it for references.
Also, there should be two reasons for adventurers going for Dungeon core:
1. Too high infamy and the bounty on your head as a Dungeon master (yes, you can have an customizable avatar to go and increase magic density in a particular spot of the Dungeon - to quicked the construction, for example, or to increase the density of Miasma, or even to increase the effect of the spells! High risk, high reward! Of course, Dungeon master doesn't walk - why bother when you can easily teleport anywhere within the Dungeon?). Completing quest yields Fame and money. Of course, receiveing them after succeeding makes no importance unless you create a body double and a sub-Core to make the adventurers "complete" the quest and decrease the Infamy to minimum and get a breather. More importantly, it gives the adventurers more Allure that is another stat that makes adventurers delve into the dungeon along with Retention (more allure - more initial retention and deeper the adventurer tries to go, getting more greedy/curious).
2. The adventurer being a Hero and being compelled to do so by divine forces. Then again, they are attracted only by big Infamy as they have even more heroic deeds to complete and they can't be bothered by every single little dungeon. Unless you have a cult that the gods see as a threat and attack you based on the cultists' Faith. Oh carp, I just added another resource in my idea. :( I guess it can just be merged with Infamy.
Ahem.
1. Monsters spawn freely and randomly. Rate at which the mosters spawn as well as their maximum quntity and their level depends on the floor.
2. The characteristics above can be adjusted in the dungeon management window akin to Minions management screen in Evil Genius. The rate and strength of spawns influences the cost of each spawn.
3. Both heroes and monsters have stats and those stats define their behavior and abilities (hiidden doors can be only spotted with high Atttention const stat and Mental Fortitude dynamic stat not drained yet, for example). So monsters go to the recreational floors to restore their stats, too. But only when out of combat.
4. Monsters never, ever spawn in the rooms the adventurers are in. They will still spawn in any other rooms and will patrol the whole floor sometimes doing useful stuff like moving incapacitated heroes through the portal to prison (And I think not of conventional cage, but magical stasis prison, where heroes never wake up until you choose what to do to them) and moving their belongings through another portal to your Vault. The reason I call that the Vault and not the Treasury is because Treasury is reserved for rooms with treasure chests in them. Of course, such rooms have their own, special guard preferences and the doors become unlocked (as in, available for adventurers) only when all of the guardians are spawned and your workers fill the treasury.
5. Oh, and workers should be albe to be invisible from the adventurers except Heroes (who have Divine guidance and theus use Attention and Intelligence of their gods instead of their own. Except Hero Mages. Those guys are smarter than their own Gods) and should also be avle to use service portals that are also used to transport loot. Or, better yet, you (the developer) can make them only work on the last, service floor and make them transport loot to the service portals and let monsters do the job on the floors themselves (with risk of Treasure chests never being actually filled but leading to delicious situation where an adventurer killing the monster on errand gets a piece of equipment or a pouch of gold that was supposed to be in treasure chest giving your monsters additional random loot; And that would explain why the hell your average magical golem would have gold on it and not just its magical core). They would still work in post-boss treasuries that aren't supposed to have any guards there.
So the different levels of robbing amy affect retention.
Probably unneeded mechanic, however, as it overly complicates things.
Another mechanic is the cursed equipment being powered on miasma and subsequently getting bonus on all stats per floor down.
Also, as monsters consist of such miasma, the equipment may gain overcharge points that serve as XP. And when the equipment level gets pretty high compared to hero's level... I don't have to tell you the rest, DII is full of WarCraft III references (I anticipated that bridge destruction on the beginning of the scene where it happened).
I was playing Dungeons another day and remembered this idea. I hope you won't mind such a late reply.
1. Thanks for carefully reading all this clump of ideas loosely connected together. However, there are actually kinds of nuances'd like you note.
2. The problem of Dungeons 2 was, interestingly, not the "caretaking of heroes". It was the paradoxal situation where you needed to keep tem alive for a certain while killing while not letting them leave alive, The actual part that made it not fun is the comlplete access of the tools required for that: one-way tunnels (or at least entrances and exits being in different places) and traps. Or strong enough monsters, at least.
3. My idea completely removes that concern, as there's no need for that paradox: the heroes with enough level and bravery venture in higher level areas, while the weaker ones leave the dungeon if they're lucky enough to tell others of riches in that dungeon (while also unaware that monsters may spawn in higher quantities during their new visit).
4. My idea of respawn is quite different from defi-Bri-Mat. While that system is wonderful, my version of concept would be closer to your spider eggs trap: let the rom itself spawn monsters. If they die, no big deal. If they survive, they become stronger and there's more chance for them to keep survivng. Natural Selection, if you will.
5. I admit that different floors might've mbeen to ambitious. Sorry for that.
6. Loot should be not from the things you place for heroes, but from them robbing you. That would be more natural and keep hostility. Shop on the surface is another good idea, though.
6.1. I already told you about valuable monster cores, which, by the way, are also crystallised mana and used for enchantents, so there could be a possibility of a adventurer killing a strong monster having a really strong equipment at his next visit.
6.2. I imagine you would ask about chests next (sorry for using you as a source forimaginary friend to talk to). Well, I'll just tell you that chests could be replaced (or be a variation of) armory units that would hold loot got from dead adventurers or forged here, in the dungeon, for the sake of arming your humanoid monsters. For example, Undead in a special room that only spawns undead from the dead adventurers placed in it. Sometimes by the very adventurers themselves, if you understand what I mean.
7. Indeed, Dungeons 2 and 3 are not the correct premise for this particular kind of game (Dungeons 1 is, though). But, if this kind of game gets your interest or interest of someone else in your team and the proposal gets more polished, then it might be a base for other project. A spinoff, perhaps?
8. Yes, I know, I'm being too greedy and want too much. Sorry.