Help me make my idea for a treasure hunter game where you play as a cute goblina exploring dungeons and finding treasure.
I'd like it if you guys could give me ideas on how I can make these dungeons interesting or challenging other than just normal booby traps like spikes, rolling boulders, pressure plates, sawblades etc etc.
Sort of like the Dota 2 RPG events or Diablo without mindless hordes rushing at you. Maybe like Warcraft instead.
Also, how would standard level progression be? What would the motivation for the goblina to find ancient relics in these dungeons? What kind of NPCs would you like to meet?
Also, would Diablo like combat work or would JRPG combat work better?
Finally a faggot that doesn't ask for ideas about his fetishes. Still waifufagging is retarded. But make your game fun OP and make the goblin girl a qt.
Don't overdo the Spike traps. I fucking hate spike levels. Is It a platformer? Try turning dungeons into mini metroidvania maps. Think order of ecclesia but more metroidy or ori. If you're a goblin you're not doing shit alone in combat, try isometric exploration and a bit of roguelite juice for treasure rewards. Focus on goblin crafty stuff, not diablo musou. You're fleeing or picking off targets.
Zachary Edwards
Based
Landon Sanders
less of a mechanical suggestion and more an environmental one, but take advantage of the protag's short stature and make many of the paths seem "unintentional" i.e. cracks or gaps in the walls, loose bricks, etc. It'd add a nice charm to it and would justify her being a goblin moreso than just "goblin girls are hot"
Camden Bailey
I want it to be like warcraft or Diablo where you use your mouse or controller to move around. Arent spike straps the best basic adversary for treasure hunters? >Focus on goblin crafty stuff, not diablo musou I'm too retarded to come up crafting stuff user I don't even craft in video games where crafting is a thing >You're fleeing or picking off targets. so daggers and bows then
Jaxson Reyes
Ahhh I see. Like you can crawl under doors or sneak through holes in the walls or climb up vines instead
Spikes are alright. I meant about the overuse of spikes levels like ori or iwbtg, I really don't like Spike spam, but I don't remember Spike levels in isometric games that much, there might be space for appreciation there. Yeah, I meant a goblin thinking smart, but trapmaking is all over goblin genes, you should give a shot on this basic crafting, could help against the diablolike hordes. D2 trapsins and Warcraft TD maps come to mind.
Jace Rogers
Got any demos? if you don't have a functioning proof of concept to show off you're too early to start worrying about level design anyway.
Juan Myers
>50lbs not fat enough
Christian Morgan
Posit so I may ponder.
Jeremiah Reed
I hope this happens. I love goblins. Motivation could be money, seeing as that's the big meme with goblins.
Blake Perry
sexy booby traps, not dangerous ones
Grayson James
Incase is great...when he's not drawing gayshit, futa, and blacked. Unfortunately he does mostly that.
Robert Mitchell
Why is she stealing the money? Maybe you find different cute outfits for her that give her unique benefits. Maybe dungeons where you're timed and need to get the most loot before the exit shuts and you're trapped. Maybe one where monsters chase you out. Or dungeons where the traps are clearly laid out for normal sized intruders and her small frame lets her slip in easily. That could be the first stage. Oh and if you get caught and lose instead of dying you get a cute scene of her going "Drats! Foiled again!" and thrown into prison. Here's a drawing I did for you. Hope your game turns out well, user.
Bentley Thompson
WHERE DRAWING
Julian Butler
Forgot to attach my drawing. This would be her getting caught.
Story beyond the basics can wait until you find what's fun in your game. Focus on vibes and characters rather than making things consistent and cohesive until you have some levels you're satisfied with.
If you're going to do leveling, I advise a relatively flat level curve. Steep level curves make you quickly outlevel fights that could've been fun if you fought them earlier, and keep you from beating things above your level with better skill.
Also, this is less advice and more my preference, but if you want to encourage a lot of exploration, consider making exp a limited resource. A system where the only way to make your character stronger is completing new quests, discovering items, or something similar will help you get the player moving and doing new things instead of grinding. Another possible option is that enemies in each area have a set limit of how many you can kill before they stop dropping experience which can be combined with a system where less of them spawn as you get closer to the limit. I'm particularly fond of the idea because it can make backtracking easier, give a sense of completionism to every fight, and pairs great with narratives about exterminating monsters to make dungeons safer.
Also, for dungeon design, consider looking into advice for DMs. There's not that much different between designing a dungeon for a TTRPG, and for a video game. There's a thousand different approaches, and not all the advice will work for you, but I'm certain you'll find something. Here's a good starting place that addresses the question you asked: youtube.com/watch?v=rhZ3q2cSb2U
I wish you luck, even though I don't believe you're actually making a game.
It's called "Gob Them Blind". You play a plucky goblin thief girl looking to steal enough money to not only earn your name in history, but build the goblin kingdom to new glory. Most goblins rob people on roadside, or get a gang to storm a castle. You? You Mission Impossible this shit like a Sly Cooper heist
Jackson Powell
I subjectively hate JRPG combat but even giving it the fairest of takes I have to say JRPG combat for a dungeon crawler with traps, loot and such sounds absolutely atrocious.
Progression should - in full Goblin spirit - be buying better equipment. No magic bullshit even if the setting has it, gobbos ain't do magic
Motivation - money. Fuck that save the world bullshit, fuck magical artifacts, we gonna be rich today boys
Aaron Peterson
I imagine a 3'2'' gobliness would be too short to hit most of the switches in a human-sized dungeon. Maybe you could do some puzzles were you have to move blocks or stepstools around in order to interact with stuff.
What if you use some of your treasure money to bribe guards to reduce traps or the number of guards themselves. Could make that the difficulty. Make it a slider like in the new Smash game, or I think that Kid Icarus 3DS game (could be wrong, never played it). More money you spend the easier the job is, but you're ultimately earning less.
All "intelligent" monsters in the dungeon are friendly by default. Since you're a goblin, they just assume you're there to guard the place as well. Rather than fighting, you'll want to steal keys and coerce information about hidden passages, traps, and treasures off of them.