The Future of Zothiqband
Posted: Sun May 23, 2010 8:07 am
With ToME 4 in beta, I was thinking of the future direction of Zothiqband. With developing the T-Engine and other things I haven't been able to give it the attention of deserves, but I don't want Zothiqband to die, even if it's not as shiny as ToME 4. ToME 4 and Zothiqband are getting to be very different indeed, both in gameplay and theme. ToME 4 is going even closer to the traditional Tolkien theme while making radical changes to the gameplay, while Zothiqband retains much of the gameplay and changes the theme.
- Monsters won't scale to player level. Instead I will take full advantage of the tons of monsters I already have, even if many of them resemble each other a lot. I will hack the C code to remove the need to make dungeons tougher by scaling up weak monsters like in ToME 2's Angband. Instead I will have such dungeons mainly filled with monsters that are naturally tough.
- Monsters will be different from the player. I have them already balanced to be different and I don't want to break that balance for symmetry. Who cares about symmetry?
- I will have magic items with pluses on them instead of vague damage ranges.
- I will take full advantage of the computer keyboard. It does make it harder for the newbies, but it's better for the experienced player.
- There will be no cooldowns. I will not impose arbitrary frequency limits on the player. Mana and tactical situation are enough.
- There will be no unlockables. I will give the player the access to everything and let him/her decide when he/she wants to try the more advanced things. Especially I won't make it so that someone has to jump through hoops again due to starting to play on a different computer.
- There will be no achievements that the game keeps track of. Most such achievements are artificial anyway. If an achievement is worthwhile the player will notice.
- I will not enforce limitations in who gets to wear what level of armor. Such things promote dungeon litter by making much of the loot completely useless for many classes. In fact, I'm considering removing the weapon specialties.
- I will remove the tactics settings. Die, berserk/running, die. It's fiddly and doesn't improve the game. The difficulty level is easy enough anyway.
- Fighter types will attack monsters by walking into them. There is enough tactical depth from having to walk just right into crowds of stupid monsters. There will also be plenty of interesting magic items to spice things up, since Zothique is higher in magic than Middle-earth.
- I will retain dimension doors and interesting terrain features like that and try to think of some more in the same vein.
- I will rebalance the economy and give some further thought to item types. I will make rods (should they be called rods? probably not?) viable damage-dealers again. I will try to find the sweet spot in weapon and spell effectiveness/power/depth/dinar cost.
- If I can manage it, I will make the background colors different in order to improve the mood. I will take care to keep said colors dark enough to keep monsters visible as intended. I will also go through the monsters and make them use the extended colors.
- I will consider multiple starter dungeons. I think Cith can easily have at least two.
- I will retain the deep, non-permanent dungeons with many stairs per level and the recall mechanism. I will try to think of a non-AD&D replacement for the name "Word of Recall".
- I will consider getting rid of those stupid nonthematical spellbooks.
- I will consider adding some sort of hotkeys for skills, although I'm not sure how to approach it.
- The plot the player is required to go through in order to win the game will be as simple as possible. There will be optional sidequests but those will be optional.
- Monsters will be stupid. I might make an exception for some truly special cases like Maal Dweb, but those will be an exception, not the rule. And under no circumstances will a monster be able to use the mighty artifact sword it's carrying. That kind of thing leads to annoying instadeaths.
- I probably won't add music. It's not because music wouldn't be nice but because it's not my specialty and currently there are many things that are higher priority.
Thoughts?
- Monsters won't scale to player level. Instead I will take full advantage of the tons of monsters I already have, even if many of them resemble each other a lot. I will hack the C code to remove the need to make dungeons tougher by scaling up weak monsters like in ToME 2's Angband. Instead I will have such dungeons mainly filled with monsters that are naturally tough.
- Monsters will be different from the player. I have them already balanced to be different and I don't want to break that balance for symmetry. Who cares about symmetry?
- I will have magic items with pluses on them instead of vague damage ranges.
- I will take full advantage of the computer keyboard. It does make it harder for the newbies, but it's better for the experienced player.
- There will be no cooldowns. I will not impose arbitrary frequency limits on the player. Mana and tactical situation are enough.
- There will be no unlockables. I will give the player the access to everything and let him/her decide when he/she wants to try the more advanced things. Especially I won't make it so that someone has to jump through hoops again due to starting to play on a different computer.
- There will be no achievements that the game keeps track of. Most such achievements are artificial anyway. If an achievement is worthwhile the player will notice.
- I will not enforce limitations in who gets to wear what level of armor. Such things promote dungeon litter by making much of the loot completely useless for many classes. In fact, I'm considering removing the weapon specialties.
- I will remove the tactics settings. Die, berserk/running, die. It's fiddly and doesn't improve the game. The difficulty level is easy enough anyway.
- Fighter types will attack monsters by walking into them. There is enough tactical depth from having to walk just right into crowds of stupid monsters. There will also be plenty of interesting magic items to spice things up, since Zothique is higher in magic than Middle-earth.
- I will retain dimension doors and interesting terrain features like that and try to think of some more in the same vein.
- I will rebalance the economy and give some further thought to item types. I will make rods (should they be called rods? probably not?) viable damage-dealers again. I will try to find the sweet spot in weapon and spell effectiveness/power/depth/dinar cost.
- If I can manage it, I will make the background colors different in order to improve the mood. I will take care to keep said colors dark enough to keep monsters visible as intended. I will also go through the monsters and make them use the extended colors.
- I will consider multiple starter dungeons. I think Cith can easily have at least two.
- I will retain the deep, non-permanent dungeons with many stairs per level and the recall mechanism. I will try to think of a non-AD&D replacement for the name "Word of Recall".
- I will consider getting rid of those stupid nonthematical spellbooks.
- I will consider adding some sort of hotkeys for skills, although I'm not sure how to approach it.
- The plot the player is required to go through in order to win the game will be as simple as possible. There will be optional sidequests but those will be optional.
- Monsters will be stupid. I might make an exception for some truly special cases like Maal Dweb, but those will be an exception, not the rule. And under no circumstances will a monster be able to use the mighty artifact sword it's carrying. That kind of thing leads to annoying instadeaths.
- I probably won't add music. It's not because music wouldn't be nice but because it's not my specialty and currently there are many things that are higher priority.
Thoughts?