-Labyrinth-
Design Doc, Task List and Notes
-Design Doc-
The labyrinth Campaign is composed of the following node types. Battle, Gift, Trade and Doubling.
Nodes appear in the following order. Gift, Trade, Doubling, Battle, Gift, Trade, Battle, Gift, Trade, Battle, Gift, Trade, Battle, Gift, Trade, Battle, Gift, Trade, Doubling and then Battle.
Gift nodes will grant the player 8 or 9 cards. One of from each domain and half the time, an additional colorless one.
Trade nodes will allow the player to trade. Players may trade two of their cards for one of the traders. Traders will have two cards from each domain and half the time, they will have an additional colorless one.
Regarding the random selection of cards for the gift and trade nodes. A complete set of cards will randomly appear before the next complete set of randomized cards does. Visualize a complete card set, randomized, then having another randomized card set stacked on it.
Doubling nodes allow the player to double the number of a selected card that they have in their collection.
Battle nodes will throw the player into a randomly selected storm. Storms are not repeated. Difficulty progression is as follows.
Starter: Novice, Intermediate, Intermediate , Intermediate , Advanced, Advanced
Normal: Intermediate, Intermediate, Advanced, Advanced, Advanced , Pro
Hard: Intermediate, Advanced, Advanced, Pro, Pro, Pro
While journeying between nodes, players may edit their deck.
The Reroll option grants the player the ability to restart the campaign with new configurations.
There are three categories of configuration; Difficulty, Loot and Curse. Difficulty is as the name suggests. If the starter option is selected, the player will start off the campaign with a starter like deck. The loot category changes the random gift drops to favor the selected domain. Options under the curses category are coming soon.
Exclusive in the Labyrinth campaign are the following the Void Image and Apparition cards.
-Void Image -
Costs 7 gold, can be played up to 2 times.
HP:40, Damage:15, Attack Position:1, Move:3
Essence Morph
When a combatant with essence morph comes into play, it is imbued with the essence(s) of allied domain(s).
If you control a Nobility Domain, this combatant is granted counter attack:15.
If you control a Sylvan Domain, this combatant is granted +5 damage and sneak attack.
If you control a Demonic Domain, this combatant has its attack damage reduced by 5, its health reduced by 10 and is granted the unearth ability.
If you control a Divine Domain, you are granted 1 aether.
If you control a Fire Domain, this combatant is granted +15 attack damage.
If you control a Water Domain, this combatant is granted stun strike:2.
If you control an Air Domain, this combatant is granted line hit:2.
If you control an Earth Domain, this combatant is granted +20 max health.
-Noble Apparition-
Requires: Noble Domain
Costs 7 gold, can be played up to 2 times.
HP:40, Damage:20, Attack Position:1, Move:3
Damage Reduction:10
When Noble Apparition is placed, Noble Apparition is granted +30 max health, +15 attack damage and counter attack:20. Requires 3 domains.
-Sylvan Apparition-
Requires: Sylvan Domain
Costs 7 gold, can be played up to 2 times.
HP:20, Damage:20, Attack Position:2 to 4, Move:3
When Sylvan Apparition is placed, Sylvan Apparition is granted +10 max health, +20 attack damage and sneak attack. Requires 3 domains.
-Divine Apparition-
Requires: Noble Domain
Costs 7 gold, can be played up to 2 times.
HP:40, Damage:20, Attack Position:1, Move:3
When Divine Apparition is placed, Divine Apparition is grants 3 mana to allied combatants in an area of 2 tiles. Requires 3 domain.
When Divine Apparition has 4 or more mana, Divine Apparition grants you 1 aether and is depleted of 4 mana.
-Demonic Apparition-
Requires: Demonic Domain
Costs 4 gold, can be played up to 4 times.
HP:40, Damage:20, Attack Position:1, Move:3
When Demonic Apparition is placed, Demonic Apparition is granted +15 max health, +15 attack damage. Requires 3 domains.
-Fire Apparition-
Requires: Fire Domain
Costs 7 gold, can be played up to 2 times.
HP:30, Damage:35, Attack Position:1, Move:3
Timed Life:4
When Fire Apparition is placed, Fire Apparition is granted +15 max health and +30 attack damage. Requires 3 domains.
-Water Apparition-
Requires: Water Domain
Costs 7 gold, can be played up to 2 times.
HP:40, Damage:10, Attack Position:1, Move:3
Timed Life:8
Stun Strike:2
When Water Apparition is placed, Water Apparition is granted +30 max health and counter stun:3. Requires 3 domains.
-Air Apparition-
Requires: Air Domain
Costs 7 gold, can be played up to 2 times.
HP:20, Damage:15, Attack Position:1, Move:3
Area Hit:2
Cannot be evaded
When Air Apparition is placed, Air Apparition is granted +10 attack damage, evasion:1 and evasion replenish:1, max 1. Requires 3 domains.
-Earth Apparition-
Requires: Earth Domain
Costs 7 gold, can be played up to 2 times.
HP:70, Damage:10, Attack Position:1, Move:3
Produce Gold:1
When Earth Apparition is placed, Earth Apparition is granted +40 max health and spellwarding. Requires 3 domains.
Nodes appear in the following order. Gift, Trade, Doubling, Battle, Gift, Trade, Battle, Gift, Trade, Battle, Gift, Trade, Battle, Gift, Trade, Battle, Gift, Trade, Doubling and then Battle.
Gift nodes will grant the player 8 or 9 cards. One of from each domain and half the time, an additional colorless one.
Trade nodes will allow the player to trade. Players may trade two of their cards for one of the traders. Traders will have two cards from each domain and half the time, they will have an additional colorless one.
Regarding the random selection of cards for the gift and trade nodes. A complete set of cards will randomly appear before the next complete set of randomized cards does. Visualize a complete card set, randomized, then having another randomized card set stacked on it.
Doubling nodes allow the player to double the number of a selected card that they have in their collection.
Battle nodes will throw the player into a randomly selected storm. Storms are not repeated. Difficulty progression is as follows.
Starter: Novice, Intermediate, Intermediate , Intermediate , Advanced, Advanced
Normal: Intermediate, Intermediate, Advanced, Advanced, Advanced , Pro
Hard: Intermediate, Advanced, Advanced, Pro, Pro, Pro
While journeying between nodes, players may edit their deck.
The Reroll option grants the player the ability to restart the campaign with new configurations.
There are three categories of configuration; Difficulty, Loot and Curse. Difficulty is as the name suggests. If the starter option is selected, the player will start off the campaign with a starter like deck. The loot category changes the random gift drops to favor the selected domain. Options under the curses category are coming soon.
Exclusive in the Labyrinth campaign are the following the Void Image and Apparition cards.
-Void Image -
Costs 7 gold, can be played up to 2 times.
HP:40, Damage:15, Attack Position:1, Move:3
Essence Morph
When a combatant with essence morph comes into play, it is imbued with the essence(s) of allied domain(s).
If you control a Nobility Domain, this combatant is granted counter attack:15.
If you control a Sylvan Domain, this combatant is granted +5 damage and sneak attack.
If you control a Demonic Domain, this combatant has its attack damage reduced by 5, its health reduced by 10 and is granted the unearth ability.
If you control a Divine Domain, you are granted 1 aether.
If you control a Fire Domain, this combatant is granted +15 attack damage.
If you control a Water Domain, this combatant is granted stun strike:2.
If you control an Air Domain, this combatant is granted line hit:2.
If you control an Earth Domain, this combatant is granted +20 max health.
-Noble Apparition-
Requires: Noble Domain
Costs 7 gold, can be played up to 2 times.
HP:40, Damage:20, Attack Position:1, Move:3
Damage Reduction:10
When Noble Apparition is placed, Noble Apparition is granted +30 max health, +15 attack damage and counter attack:20. Requires 3 domains.
-Sylvan Apparition-
Requires: Sylvan Domain
Costs 7 gold, can be played up to 2 times.
HP:20, Damage:20, Attack Position:2 to 4, Move:3
When Sylvan Apparition is placed, Sylvan Apparition is granted +10 max health, +20 attack damage and sneak attack. Requires 3 domains.
-Divine Apparition-
Requires: Noble Domain
Costs 7 gold, can be played up to 2 times.
HP:40, Damage:20, Attack Position:1, Move:3
When Divine Apparition is placed, Divine Apparition is grants 3 mana to allied combatants in an area of 2 tiles. Requires 3 domain.
When Divine Apparition has 4 or more mana, Divine Apparition grants you 1 aether and is depleted of 4 mana.
-Demonic Apparition-
Requires: Demonic Domain
Costs 4 gold, can be played up to 4 times.
HP:40, Damage:20, Attack Position:1, Move:3
When Demonic Apparition is placed, Demonic Apparition is granted +15 max health, +15 attack damage. Requires 3 domains.
-Fire Apparition-
Requires: Fire Domain
Costs 7 gold, can be played up to 2 times.
HP:30, Damage:35, Attack Position:1, Move:3
Timed Life:4
When Fire Apparition is placed, Fire Apparition is granted +15 max health and +30 attack damage. Requires 3 domains.
-Water Apparition-
Requires: Water Domain
Costs 7 gold, can be played up to 2 times.
HP:40, Damage:10, Attack Position:1, Move:3
Timed Life:8
Stun Strike:2
When Water Apparition is placed, Water Apparition is granted +30 max health and counter stun:3. Requires 3 domains.
-Air Apparition-
Requires: Air Domain
Costs 7 gold, can be played up to 2 times.
HP:20, Damage:15, Attack Position:1, Move:3
Area Hit:2
Cannot be evaded
When Air Apparition is placed, Air Apparition is granted +10 attack damage, evasion:1 and evasion replenish:1, max 1. Requires 3 domains.
-Earth Apparition-
Requires: Earth Domain
Costs 7 gold, can be played up to 2 times.
HP:70, Damage:10, Attack Position:1, Move:3
Produce Gold:1
When Earth Apparition is placed, Earth Apparition is granted +40 max health and spellwarding. Requires 3 domains.
-Task List-
Refine existing content, critique it
Add Curses (negative buffs)
Add more predefined loot options
Add more difficulties
Add campaign duration modifiers
Add campaign items (items that provide benefits in battle)
Evolve the map, add keys and locks, make non-linear.
Add resources which are used to craft cards
Add more to the task list.
Add Curses (negative buffs)
Add more predefined loot options
Add more difficulties
Add campaign duration modifiers
Add campaign items (items that provide benefits in battle)
Evolve the map, add keys and locks, make non-linear.
Add resources which are used to craft cards
Add more to the task list.
-A Note on the Creative Process-
Two years ago, I tried and failed to create a roguelike campaign for GL. Long story short, I made two mistakes.
My first mistake, I designed and made to much at once. I sat down with my friends, we got excited about the most elaborate dungeon exploring and resource collecting gamplay that we could come up with and then I went off and coded it. The resulting gameplay was convoluted. Refining it would have been a mess as well, to many things to refine at one time. It's wise to build, play, refine and evaluate regularly. It is wise to start simple and to add content bit by bit, building an understanding of how each new addition of design content changes the strategy guide, the meta of the gameplay.
My second mistake, I built on the the wrong ground. A good roguelike campaign should not involve collecting every item (card, resource and equip-able) in the game. The collection process from the start of the game (with initial resources) to having completed a deck theme. This time of collection is interesting as it changes what the player is able to bring into each battle. After that time, while the player is collecting all the cards and resources, what they bring into battle doesn't change much nor often, it becomes to static, less challenging. Also, the player's deck must change at a notable rate between each battle, to little and it becomes less interesting. It is wise to ask both; what is the most exciting dungeon exploration and resource collection gameplay? And. What collection rate/lifetime will work ideally with GL's card battle and deck building gameplay?
My first mistake, I designed and made to much at once. I sat down with my friends, we got excited about the most elaborate dungeon exploring and resource collecting gamplay that we could come up with and then I went off and coded it. The resulting gameplay was convoluted. Refining it would have been a mess as well, to many things to refine at one time. It's wise to build, play, refine and evaluate regularly. It is wise to start simple and to add content bit by bit, building an understanding of how each new addition of design content changes the strategy guide, the meta of the gameplay.
My second mistake, I built on the the wrong ground. A good roguelike campaign should not involve collecting every item (card, resource and equip-able) in the game. The collection process from the start of the game (with initial resources) to having completed a deck theme. This time of collection is interesting as it changes what the player is able to bring into each battle. After that time, while the player is collecting all the cards and resources, what they bring into battle doesn't change much nor often, it becomes to static, less challenging. Also, the player's deck must change at a notable rate between each battle, to little and it becomes less interesting. It is wise to ask both; what is the most exciting dungeon exploration and resource collection gameplay? And. What collection rate/lifetime will work ideally with GL's card battle and deck building gameplay?