- Joined
- Dec 9, 2013
- Messages
- 195
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- 40
- First Language
- German
- Primarily Uses
Hello there.
I am currently working on a game which basically mimics the Ancient Cave from Lufia II. However, I am spicing things up a little with random events, stronger enemies, bosses, a class system etc. (I would actually just post the project, but it's completly in German, so I am not sure if you would have that much fun with it - then again, it's pretty basic and doesn't have that much text except for the items and spells).
I would like to start a discussion how a game, that is basically completely random, could be made interesting enough to last for hours upon hours.
I am pretty sure many of you remember the Ancient Cave from Lufia II. For those who don't, the Ancient Cave is an optional dungeon. You always start at level 1 and without spells and equipment. You can find every item from the game randomly within chests. Sometimes rare blue chests appear, items you get from those chests are not lost upon re-entering the dungeon - so you may start out with a weapon that gives you +100 atk on the first floor (and on level 1 that is). However, if you die you loose all items you may have found. To leave the dungeon, you need to find a certain item that appears randomly in a chest after floor 20. The whole cave has 100 floors and a boss at the end.
And that's pretty much all. As said, I am doing basically the same, but I've added a few other things:
- A class system, there are several classes you can unlock and learn skills from. Unlike the Ancient Cave you don't loose levels in your subclass (only your main class) and also maintain all skills.
- Every floor may have a random event, this can be an additional red chest, a healer (who only heals HP), a salesman (with 3x3 random items which change every floor) or a magic pot (which can be fought and give you much exp, gold and JP (for the classes to learn skills)).
- Every 5 floors you may get another random event: A healer (who heals everything), a treasure room, a shop (again chosen randomly from 3 sets of goods, but he sells much more, anything between 5-15 items) or even a boss. I am also planning to add puzzles or even small mini dungeons as random events.
- Blue chests, as stated above. Every chest can appear as a blue one. You can also buy items from blue chests from a shop in the "Main hall", but these are extremly expensive. However...
- ...you also get a random quests from a guy. He wants a random monster drop you may have found (or may have not found). He will give you 10x the amount of gold you would get for selling it. However, items can only be sold in the dungeon, so you have to choose to either sell them there or hope he wants them and get more gold.
- Elite enemies. Every enemy can appear as an elite version, which is much stronger but also gives 10x exp, gold and JP.
- Random stats for enemies. Every enemy, including elite enemies and bosses have variieing stats.
Now, I ask you: Is that enough? Of course, if the battles are simply no fun no amount of features is enough to justifiy a dungeon with 50 or 100 floors. So balance is a really important, but how can you get a good balance when so much randomness is involved? At the moment, my game starts out pretty hard, but once you get your first spells it becomes much easier - to the point were it may be too easy. But what do you balance the game around? Would it be okay to implement a boss you can only beat if you have item X from a blue chest (which you of course would be able to buy beforehand)? Would it be okay to require certain classes for certain parts of the game, even if there is no indicator how to unlock said classes? Where do you need to draw the line?
Discussion, please!
I am currently working on a game which basically mimics the Ancient Cave from Lufia II. However, I am spicing things up a little with random events, stronger enemies, bosses, a class system etc. (I would actually just post the project, but it's completly in German, so I am not sure if you would have that much fun with it - then again, it's pretty basic and doesn't have that much text except for the items and spells).
I would like to start a discussion how a game, that is basically completely random, could be made interesting enough to last for hours upon hours.
I am pretty sure many of you remember the Ancient Cave from Lufia II. For those who don't, the Ancient Cave is an optional dungeon. You always start at level 1 and without spells and equipment. You can find every item from the game randomly within chests. Sometimes rare blue chests appear, items you get from those chests are not lost upon re-entering the dungeon - so you may start out with a weapon that gives you +100 atk on the first floor (and on level 1 that is). However, if you die you loose all items you may have found. To leave the dungeon, you need to find a certain item that appears randomly in a chest after floor 20. The whole cave has 100 floors and a boss at the end.
And that's pretty much all. As said, I am doing basically the same, but I've added a few other things:
- A class system, there are several classes you can unlock and learn skills from. Unlike the Ancient Cave you don't loose levels in your subclass (only your main class) and also maintain all skills.
- Every floor may have a random event, this can be an additional red chest, a healer (who only heals HP), a salesman (with 3x3 random items which change every floor) or a magic pot (which can be fought and give you much exp, gold and JP (for the classes to learn skills)).
- Every 5 floors you may get another random event: A healer (who heals everything), a treasure room, a shop (again chosen randomly from 3 sets of goods, but he sells much more, anything between 5-15 items) or even a boss. I am also planning to add puzzles or even small mini dungeons as random events.
- Blue chests, as stated above. Every chest can appear as a blue one. You can also buy items from blue chests from a shop in the "Main hall", but these are extremly expensive. However...
- ...you also get a random quests from a guy. He wants a random monster drop you may have found (or may have not found). He will give you 10x the amount of gold you would get for selling it. However, items can only be sold in the dungeon, so you have to choose to either sell them there or hope he wants them and get more gold.
- Elite enemies. Every enemy can appear as an elite version, which is much stronger but also gives 10x exp, gold and JP.
- Random stats for enemies. Every enemy, including elite enemies and bosses have variieing stats.
Now, I ask you: Is that enough? Of course, if the battles are simply no fun no amount of features is enough to justifiy a dungeon with 50 or 100 floors. So balance is a really important, but how can you get a good balance when so much randomness is involved? At the moment, my game starts out pretty hard, but once you get your first spells it becomes much easier - to the point were it may be too easy. But what do you balance the game around? Would it be okay to implement a boss you can only beat if you have item X from a blue chest (which you of course would be able to buy beforehand)? Would it be okay to require certain classes for certain parts of the game, even if there is no indicator how to unlock said classes? Where do you need to draw the line?
Discussion, please!

