Working on something similar to DK and i'm wondering what you guys want in it?

Working on something similar to DK and i'm wondering what you guys want in it?

New creatures, Rooms, Spells?

Other urls found in this thread:

yachtclubgames.com/2016/07/japan-localization/
twitter.com/NSFWRedditVideo

Romance options

do a playthrough of war for the overworld

design a game that is the complete opposite of that fucking turd

I want you to fuck off because your shitty 1 man project will never see the light of day.

>Romance options
Genuine question, how would that fit into gameplay?

I don't like that game at all, its just a cluster fuck and seems very incomplete.

as a HUGE HUGE fan of the origional dk (and dk 2 though i thought it was a quite a bit of a letdown but still pretty good) i thought WFTO was just awful and to add insult it ran like complete shit on my high end pc

>there will never be a decent dungeon keeper or startopia successor

this depresses me, i absolutely love that genre

You're going to have a bad time if you satisfy Sup Forums's needs.

Better do some serious research yourself , post polls in different places and see whats most appealing to people.

Better spend time that could be used making your game than it becoming shit AKA "Sup Forums's futa bdsm dungeon keeper"

do what shovel knight did for NES indie rip offs.

[spoilerI'M HORNY[/spoiler]

>satisfy Sup Forums's needs
Believe me, I know about Sup Forums they have a mixed opionion. I'd rather focus on actual fans of the DK series.

I've got tons of research on this subject, and suggestions they are being put to good use creating new mechanics and features.

I'm gonna be focusing on DK1 more than DK2, It never really felt like a good game.

However however, that doesn't mean that things from DK2 can't be introduce into DK1.

Suggestions that you think should be in it, I'll happily take on!

Would you recommend playing that?

>AKA "Sup Forums's futa bdsm dungeon keeper"
Won't happen, ever.

DK1 perfected that, there's no need to go deeper than what it already did.

Do you have Frankenstein monsters? I'd like that.

You're better off just playing Dungeon Keeper 1 and 2 and just straight up ripping off the best parts of those games.

>Would you recommend playing that?
1. How old are you?
2. Have you ever played castlevanila games?

well, making spells cost a unique mana system instead of using the gold you use for buildings/wages for one thing

What are you planing in terms of monsters? Sprites or crappy early 3D? I love crappy early 3D so I'm not saying it's bad.

>castlevanila
Sadly haven't played it.

>How old are you?
I came with the original doom series, However I've since lost the manual.

Mana system wasn't fun in my opinion because basically the gold for spells was perfect game mechanic.

You had your risk and reward already set out.

I was honestly going to go with low poly models, however that's a long way away.

I remember this last thread
Make good designs for the monsters, instead of humans and dudes in armor, have beasts, arachnids, undead, etc and make the enemies heroes instead of other keepers

>because basically the gold for spells was perfect game mechanic..

i found it extremely annoying to deal with on some levels because making the heal spell cost gold meant it was a huge pain to run any sort of convert hero strategy - unless there was a gem deposit on the map (rare)

Most maps had gems on it, Still that's why you've gotta play smart.

What you do instead is use chickens to heal monsters in combat, or pick them up and move about so that they can heal.

Sandbox mode + map maker.

Okay what I mean by asking your age is this.

Shovel Knight managed to capture exactly what made NES era platformers great games. It simultaneously modernized them WHILE MAINTAINING A HIGH LEVEL OF INTEGRITY REPRODUCING THE NES. There are a few nuggets in this blog by the developers about what they are going through for the Japanese localization, and the original game. yachtclubgames.com/2016/07/japan-localization/

The tl;dr is they maintained the limitations of the NES for Shovel Knight, using the kinds of sounds, visuals, and complexity that you would expect and could believe was a NES game. However they did it in 2013-2014 with a high degree of understand of how the genre worked and what was successful. They copied all the best stuff. They used all the best techniques. They got some of the best composers from the 8bit era period and brought them in to compose the soundtrack for it.

This is very similar to what you want to take on. You want to make a game that is a proper continuation of Dungeon Keeper. So you need to

1. Identify what the strengths of Dungeon Keeper, and games like it were
2. Identify new ways to deliver ease of play that Dungeon Keeper lacked (Quality of Life stuff).
3. Maintain a degree of faithfulness to the original.

What do I personally want to see in a new dungeon keeper game?
The old dungeon keeper game with a modern interface and usability. I don't mind the graphics. I just want a game that doesn't play like pulling teeth.

If you have spare time I'd definitely play Shovel Knight to understand what I'm talking about, or at least watch a VOD of it. It maintains those three points I raised. It is almost totally faithful to the games it means to recreate while bringing modernness to it.

Luckily I've got some actual understand of the game industry as I've actually worked and study in it.

As for game design documentation its always been updated, but i will take a read of that link!