After a several month of not-giving-a-damn, I have returned to finish one thing I suggested. Because I still believe it will be the future and redemption this game needs.
Anyone who remembers this thread?
We're going to revisit it by literally doing all of the concept work.
First, we're going to start with the rough work. What's it going to look like, what can you do?
- Theme selection
- Firestorm Citadel, Factory, Concrete Jungle, Candlestick Keep, Aurora Isles, Dark City, Gloaming Wildwoods, etc...
- Sub-Selection: Tile colour (Grass and Earth Tiles in Aurora Isles for example)
- Object selection
- Blocks, Grass, Candles, Crates, etc....
- Wave/Group selection
- Activationtiles for groups or waves
- Sub-Selection: Monsters
Keeping it simple.
To give you an idea how a build with this would look like, I'll recreate a well known one:
- Building the base with crates and blocks
- Selecting the first group
- The second
- And third to eigth groups
- The final room
The difference between a group and a wave is that a group has it's own reason to spawn, as seen above, whereas a wave is activated once and will spawn additional monsters after the current wave has been beaten.
Next, let's talk about finances.
How will this be paid for? Crowns and Materials - there's a story to it, but about that we'll talk later.
The initial map grit will be 100x100 which would be the greatest map there currently is. The thing about it, is that you only pay for each tile. A price of 150Cr a tile would be adequat in my eyes.
Objects, like crates and Candels and stuff, would cost shards without regard to it's colour, ranging from 1 to 3 depending on the type. Let's go with 1 Shard for unbreakable and breakable blocks and crates, and 2 for buttons and ghost blocks.
Monsters however would be paid for differently: "Construction cost" - what it takes to build a monster.
Examples:
- Red Rover: 2 Scrap Metals, 1 Fuel Canister, 1 Flame Soul
- Slag Walker: 1 Ecto Drop, 1 Blighted Bone, 1 Flame Soul
- Trojan (T1): 1 Swordstone, 1 Phial of Phear, 1 Trojan Horseshoe
All in all the room I showed you would cost:
32250 Crowns, 111 Shards, 12 Scrap Metals, 6 Fuel Canisters, 18 Flame Souls, 12 Ecto Drops, 12 Blighted Bones, 1 Swordstone, 1 Phial of Phear, 1 Trojan Horseshoe
That's quite something for one room.
Ok, to the details on how a room is "chosen": It is paid for in Crowns. Not just any amount, though, but 1.000.000 Crowns. Now you're gonna say "Eeeeh, but El-Odio, ain't nobody got crowns for that!"
And you're right. That's why the maker doesn't have to bear this burden alone. Everyone will be able to test the room (how that will look, I will tell you later) and afterwards offered to donate to this Blueprint. The first time I said this term in this post, despite it being the titel. Funny, huh?
Well, to the story aspect. How the hell does it make sense that the Knights themselfs design deathtraps that are meant to hinder their exploration?
It doesn't. That's why they don't. Blueprints! You are not "really" designing the stages, you are looking at the Blueprints a shady Gremlin "sells" you in Emberlight. The "fee" to take a look at a finished Blueprint is the price to build it. Hence, you are financing their project in order to gain the knowlegde about what they are up to. There's the story to crowns and materials.
After you finished building it you might want to play it, just to get a feel how it works. All the monsters would be set to passive and not drop anything. Also, it won't be the player to test the room, but a Mechaknight. Because why the hell would they have a Knight wander around in one of their factories?
The fact, that this shady Gremlin lives in Emberlight, would prevent low level Players from creating any rooms, for reasons I'll explain later.
But how will others test and donate?
The answer is a cute little gremlin "outcast" who chose to travel to haven to "prevent" the gremlins from creating their evil rooms. He'll have a bunch of Blueprints and even shows you "footage of a mechaknight testing it" (i.e. the player talking to him) and then asks you to donate, so the gremlins can bribe the headarchitect to "lose" the Blueprint. In reality he's an agent to collect money for new rooms. However, this way everyone can help finance a room which eventually will hit the 1 Mil, after which it will be suggested to OOO. The they can decide if it is against any of the guidelines (penis-shaped, money grabbing or whatever) and then put it in the curriculum.
The 1 Million is to prevent them from having to judge more than 1 room a week. We know they need their time.
Ok, until now it's all fun and games, but OOO wants our money and there's not much money to be made here. Yet.
Why does the Blueprint seller have to be in Emberlight? Why shouldn't small ones create rooms?
- Because you can save only one room per player.
How can they make money with it?
- Slot expansion 2$ a each. Also excessiv grinding and more E-Packs to get all the crowns. Also quadrillion new players to milk.
Nothing else?
- What do I know? Boss sets for 5$?
Ok, that's that. Questions please with the Topic in the headline.
ADDITION: 21.02.
- Potential rooms get a "special list", i.e. if there has been invested more then 250.000 Crowns it will be "featured". "Featured" rooms would not take up the Players Blueprint space, so he can go on to design a new one.
- Difficulty categories: Designing a room for T1, T2, T3 or a Restroom (crates and boxes and stuff), offering different monsters and objects as well as giving a maximum capacity for them.
- Special categorie: "Puzzle rooms" always offer T1 monster, which would later on scale with the tier, and lays focus on.... well... solving puzzels. Example: Firestorm Citadel, many of the rooms where you have to move a statue. (Not all, but many.)
- Abandoned Blueprints: As one can only have one project at a time, low funded (hence, not featured) auctions always are in danger of just being cancelled. While I don't think it's too much of a problem, one can argue about a system, where you can "adopt" a Blueprint. Once abandoned, it stays 7 days in the system where a T3 Player can go ahead and "adopt" it. That way, even the low level ones could be saved.
ADDITION: 23.02.
- 1.000.000 Crowns could be switched for 10.000 minerals, which would fit in with the theme of "building" a stage. Personally I like it either way.
Q: What if a room gets donations but clearly will never reach 1,000,000? Will people get their donations back?
A: No refunds on donations. After all, every player can donate for what he wants to see ingame, no one is forced to do it.
Q: What about rooms that are too easy? Shouldn't they be prevented somehow?
A: No need to prevent easy rooms, as they will sort themselfs out. People would have to be stupid to raise a Million Crowns for a room with 10 Boxes and nothing else. Also, many rooms are used in all Tiers, so a "minimum difficulty" wouldn't be necessary either. Even if it actually was easy and linear, say, a 3x50 lane with only Gremlin Knockers in it, that's fine. People will raise money towards what they want to play, so they should have that - as long as it is not against the rules. After all our main goal is to add variety, not to reinvent the wheel.
Q: What if you created a room, don't like it, and want to start making another one?
A: Projects can be "abandoned". Yes, you only have one slot at a time (except if you buy additional room from OOO), but you can always scrap the print and make something new.
Q: Why are the costs to even create a room this high?
A: The high costs are there to encourage working on the rooms. You won't start making a room and then say "Meh, that's expensive, I'll just make it smaller." If you pay for it, you want that room to count. The costs are meant to prevent inexpierenced players from creating too many rooms. It's a form of quality control.
Q: Will the Creation Menu look anything like the Guildhalls Design mode?
A: Given that you would need to create the floor and move up to hundred objects you could not do it with the Guildhall designer. You'd need something that looks like what I made up there. Only the concept of course, but none the less. It has to offer the freedom of actually creating, rather than adding interior to a room. Think about it: you'd have to "plant" monsters, choose which tiles activate them, keep track of where what is, build walls, hide monsters beneath blocks... etc. I'd prefer it ingame, but if all else fails, it can be out of game.
Q: Does this idea include whole levels or just single rooms?
A: While this idea is aimed at single rooms, whole levels are manageable as well, as they are basically just rooms added together. Imagine this only with rooms instead of passages.
Q: Why do you want to restrict players to a single room?
A: There are various reason. First, they are still cheap. While the cost may look high, they are still more than manageable for most of the veterans, at which this content is aimed. It wouldn't be to much a problem to make more than one in a short time - which leads us to second, there being far to many players for the small team of OOO to handle. Let's say 500 people make 1 room, which I find more than believable, that makes 500 rooms that can be tested, viewed, donated - and have to be saved somewhere. So let's say everyone can make 5 rooms if they want. That would be 2500 rooms that need to be saved somewhere. That you would have to browse through. Imagine it. 2500 rooms, if only 500 people decide to make some. Even with 3 rooms there would be far, far to many when every player makes one. As I am writing this I am even thinking of suggesting an even higher creation cost for tiles and monsters, realizing how vast the number of created rooms could become.