What we know so far… Enter through an entrance on a property—there will be a variety of entrance options (crypt, tree stump, hatch, etc.) Players will be placed in the dungeon at a predetermined starting point The dungeon will be composed of a series of pieces such as passageways and rooms Dungeon pieces and components can be crafted and some more ornate versions will be available in the store Each piece has connection points that are used to join them together—if nothing is currently connected to a particular connection point, that point is shown as sealed To edit a dungeon, the player must enter the dungeon in edit mode. Then must completely leave the dungeon to change into play mode Encounter rooms (e.g. ones that can have spawns), will have restricted decoration areas to prevent exploitation Updates from Aug 3 R56 Livestream Rather than restricting players to either a dungeon or a basement, the team is exploring possibly adding a connection point within basements that could be used as the starting point for the dungeon (as always, don't lawyer them, this is still up for debate and tech feasibility) The size of the dungeon won't be restricted to the same footprint as the basements, but there will be limits on how large a dungeon can be based upon the lot size. Dungeon size will be measured by "points" An 8m x 8m x 5m space is the standard unit of measurement of the existing kits and will represent 1 "point"--a room that is 3 x 3 units will cost 9 points As an example, the Soltown Sewers is roughly 120 points Proposed starting point levels: Row 50, Village 100, ... , Castle 350 Increasing the point limit will be possible through a system similar to bank upgrades using gold and the price will increase as more upgrades are purchased--probably also make some upgrades available in the add-on store On the technology side, the dungeon system will make use of the deco system for verification and serialization with the game server Updates from Aug 7 Chris' Daily Work Blog https://www.shroudoftheavatar.com/f...ris-daily-work-blog.85584/page-8#post-1114425 Did I miss anything? This system is still in early development, so there is a lot of opportunity to contribute. Below are my thoughts thus far… We know we’ll need to gather components and rather than clog up everyone’s regular loot tables with these new components, we could limit it to those actively seeking them with an item like this: Talisman of the Dungeon Keeper (necklace) – when worn, grants the ability to collect dungeon components. Cost: 1,000 gold Not only would this give us some new tech to trigger actions based upon what we are wearing (so many future possibilities for the player created questing system), but it would also allow for the drop rates to be adjusted a bit higher since the drops could be balanced around a smaller population segment. Or the above could instead be a new craftable artifact that gives a bonus to the drop rates. @Chris @DarkStarr @Lord British Before I get too far into the details, I am proposing a slight deviation from what was discussed in the livestream. I think we should separate the dungeon spaces themselves from their contents. By that, I mean we should craft a large mausoleum room rather than a lich room. We can then populate that mausoleum with a lich, a necromancer, or whatever. This key distinction still allows the dungeon components to be designed such that they cannot be exploited, it maximizes the creative opportunity for us to use this toolset, and it prevents the need for recipes for every possible combination of space and mob type. Below are the finer details of how I propose the system working in this manner. Dungeon Piece Construction Dungeon piece are constructed of materials that can be gathered or created through crafting skills so it furthers interdependency between players. The dungeon pieces represent a collection of passageways and rooms that connect together. Themes Sewers (example: Brittany Sewers) Fortress (example: Hilt) Mine (example: Etceter Crag Mines) What else? Example Recipes Dungeon Stone Corridor Straight (smelting) – 250x Granite, 30x Iron Binding, 2x Iron Wall Lamp Dungeon Mine Shaft T-Intersection with Rails (smelting) – 50x Timber, 20x Explosive Potion, 4x Iron Wall Lamp, 20x Iron Binding In the event that the existing themes don’t naturally connect, it would be ideal for some transition pieces to be created to further increase flexibility of the system. Dungeon Space Configuration This is the key concept of the design. While in edit mode, in the center of every dungeon piece is a control object (orb, diamond, whatever) that stores the configuration settings for that space. Players can interact with the control object to define the spawn types, resources, and/or treasures that are present. Of important note is that the behavior of spawns and presence of resources and/or treasures are at the discretion of Portalarium in how each of the spaces is configured. We as players use Dungeon Cards (more on that later) to make our customizations. This ensures that the spaces cannot be exploited and gives players a wide range of configurable options to customize the experience. Each space can be configured with one or more Dungeon Card slots. These slots can be independent, dependent on others, and arranged into hierarchies. Each slot is associated to a particular spawn point within the space and pre-defined behavior. The overall configuration of each space can be a combination of independent, dependent, and hierarchical slots. Additionally, each space may have multiple configuration options available to select from. As players we have the option to deviate from the configuration options in a number of ways: We can elect to not place any Dungeon Cards into the available slots and the space will populate as empty. We will forego any challenge and reward that space would have provided. We can place a Dungeon Card that does not meet the requirements. We will not unlock any dependencies. The space will populate with our limited selection. We can place Dungeon Cards that meet the requirements for each path in the dependency hierarchy, which will unlock dependencies. It is up to the player to determine how far down a dependency hierarchy they wish to fill. The space will populate with the selections made. We can place Dungeon Cards that exceed the slot requirements. This will increase the difficulty and rewards. Dungeon Cards are defined by a variety of characteristics: Category / Sub-Category Connection – controls movement into, out of, and through the space Breakable Wall Gate Magic Barrier Etc. Adversary – hostile to players and make up the bulk of encounters in a dungeon Undead Human Elemental Etc. Ally – not hostile to players and serve as a refuge against adversaries Soldier Guard Healer Provisioner Etc. Resource – raw material Ore Wood Reagent Plants Etc. Treasure – reward Treasure Chest Treasure Pile Reliquary Etc. Size Small – fits in any space or passageway Adversaries & Allies – skeleton, human soldier, kobold, etc. Resource – ore node, wood pile, etc. Treasure – treasure chest Medium – fits in most spaces, but not all passageways Adversaries & Allies – may be composed of more than one unit. (e.g. humanoid with pet, skeleton pack) Resource – multiple reagent plants Treasure – treasure pile Large – fits only in spaces with higher ceilings and is typically too large for standard passageways Adversaries & Allies – trolls, demons, etc. Huge – only fits in the largest of spaces or outdoors Adversaries & Allies – dragons, phoenix, reapers, etc. Tier Tier 1 to 10+ – aligned with the standard tier definitions that determine difficulty and rewards Boss – additional specialized distinction only for Adversaries and Allies that reflects an exceptional strength for their tier. These units can be given customized names. Special Notes Regarding Treasures – the treasure Dungeon Cards represent a % chance of a treasure spawning in the defined space with higher tiers increasing the chance. Additionally, there is a chance the spawned treasure would instead be a mimic. Slots for treasures can only exist in a dependency hierarchy below where Adversary slots are present. Special Notes Regarding Resources – the resource Dungeon Cards represent a % chance of a resource note being present in the defined space with higher tiers increasing the chance and respawn rate. Slots for resources can only exist in a dependency hierarchy below where Adversary slots are present. Here are some basic examples of the system in practice: Straight Passageway – 1x independent Tier 1 Adversary slot This demonstrates a patrolling adversary in a hallway Medium Room – two-level hierarchy with 4x Tier 4 Adversary slots linking to 1x Tier 4 Treasure slot This demonstrates a space with 4 enemies and a treasure chest off to the side Medium Room – three-level hierarchy with 3x Tier 5 Adversary slots linking to 1x Gate Connection linking 1x Tier 4 Treasure slot This demonstrates a space with 3 enemies that must be defeated before the gate to the treasure unlocks Ore Room – two-level hierarchy with 4x Tier 5 Undead Adversary slots linking to 8x Tier 5 Ore Resource slots This demonstrates a space consistent with existing ore rooms found in the Tier 5 mines Large Room – three-level hierarchy with 6x Tier 5 Adversary slots linking to 6x Tier 5 Adversary slots linking to 1x Boss Adversary slot This demonstrates a space with two waves of minions followed by a final boss Dungeon Card Crafting In order to craft the needed dungeon cards, we’ll need some new ingredients like these: Components Basic Types Raw Essence – obtained from mining and fishing, collected from golems Wild Essence – obtained from field dressing any animal (bears, wolves, boars, spiders, etc.) Living Essence – obtained from forestry and foraging, collected from non-animals (slimes, reapers, clockwork, living plants, etc.) Undead Essence – collected from any undead (skeletons, zombies, liches, etc.) Elemental Essence – collected from any elementals (fire, water, air, earth, etc.) Mysterious Essence – collected from treasure chests and mimics Basic Type Strength Essence Spark – Tier 1 to Tier 2 Lesser Essence – Tier 2 to Tier 3 Essence – Tier 3 to Tier 4 Greater Essence – Tier 5+ Basic Type Conversion Up Conversion: 10 to 1 Down Conversion 1 to 5 Special Types Lich Phylactery – collected from liches Bottled Dragon’s Fire – collected from dragons Reaper Heartwood – collected from reapers Obsidian Essence – collected from obsidian golems Etc. Example Recipes Skeleton (Tier 1) – 1x undead essence, 30x skeleton bone, 150x corpse wax Hardened Skeleton (Tier 5) – 10x greater undead essence, 1x iron plate helm, 30x skeleton bone, 150x corpse wax Zombie (Tier 3) – 5x lesser undead essence, 150x rotting flesh Lich (Tier 5) – 10x greater undead essence, 1x lich skull, 1x lich phylactery, 30 skeleton bone, 150x corpse wax Treasure (Tier 5) – 10x greater mysterious essence, 1x wooden chest, 1000 gold, 5 gems Dragon (Tier 10 Boss) – 25x greater living essence, 1x bottled dragon’s fire, 1x dragon head, 4x dragon neck bone, 8x dragon haunch All of the above is presented as a concept accessible to all within game for free, but I would be remiss to not at least mention the potential opportunities for premium content. As has been stated, the goal of premium content is not to sell functionality, but rather “sell cool.” Here are a few ideas: Premium Rooms Large Lava Room (same as used on level 4 of Etceter Crag Mines and right before Obsidian Forge) Crystal Chamber (same as in level 4 of Etceter Crag Mines) Premium Dungeon Cards Blue Phoenix Obsidian Skeletons Green Magic Barrier If you’ve made it this far, thank you for taking the time to read this lengthy post and I look forward to reading your feedback and contributions.