IGTHORN wrote:
Character gains 1 level per dungeon (we populate the dungeon with 1 level worth of experience in monsters, including boss)
Then the player will only level up at the
end of each dungeon - an exact time. If we vary it a little then it will be less certain when a level-up will occur.
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Levelling up gives a bonus to stats
Yes, and a stat bonus for the monsters too. The stat difference should be big enough to be noticeable, but not so big that you cannot defeat monsters +1 levels above you.
There are three main stats: HP, Damage, Average Damage Factor (Hit Chance). The effects multiply together. So increasing all three by a factor of 1.1 would be equivalent to 1.1^3 = a 33% stronger monster. ie, you can expect to take 33% more damage defeating it.
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Each dungeon exit is guarded by a dragon boss
What about my idea of having the dragons in separate dragon dungeons?
There can be a time in the game when you're supposed to take on the dragon dungeons. Trying them too early, and the dragon will be too powerful for you. But a sudden jump in dungeon difficulty at that key time will mean that you won't be able to complete the normal dungeons without the dragon's artefact.
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There are 7 dragon bosses
okay, and I like how you've associated the colours with the sins.

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Defeating a boss gives the player a new spell.
We'll have to be careful not to make the spells conflict with the hero's own abilities.
The plan I had was to have four classes. Each
Base class has three abilities. After X levels, the hero upgrades to an
Intermediate Class (Fighter becomes Warrior) and two more abilities are available. After 2X levels it upgrades again to an
Advanced Class (Warrior becomes Knight) and two more abilities are available.
Of those 7 abilities:
1x Direct damage ability
1x Damage-over-time ability
1x Self help ability
2x Monster weakening abilities
2x Strange abilities, that can be both a benefit and a curse (Compare with Unholy frenzy, or Purge, or Lightning Shield in WC3)
Rather than spells, what if the dragons drop a collection of equipment {armor, weapon, mana pendant, or dragon wards, etc), and you only get to pick one of them that you think will most benefit your class.
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After defeating the boss, there are two choices of which dungeon to approach next, also explaining what spell is available in the dungeon
The bosses are organised in a binary tree / graph structure
As the player levels up, then the dragons will become progressively easier. I think they should be in fixed order - that way players can boast how far they got...
Player 1 : "I beat the red dragon!"
Player 2: "Wow! I've only managed to get upto the black dragon, but I keep getting killed. How do you not get burned by it's acid attack?"
Player 1: "You need to get the vitreous armor from the blue dragon."
Player 2: "But I got the lightning wand."
Player 1: "OMG you noob! LOL at lightning wand."