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Which PvE game should I make? (poll)

Which one sounds the best?

  • CHASM

  • BABYLON

  • WARBORNE


Results are only viewable after voting.

Jimmy_The_Knight

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Recently I’ve been thinking about creating a procedurally generated PvE game, which basically means that the game randomizes the level each time you play by building the rooms and corridors using smaller parts (so it isn’t like infinite dungeon where every room is pre-built). I haven’t really seen anything like this on DF before, and I think the genre has a lot of potential, especially considering replayability. After a while I came up with these three concepts, and I’m really interested in which one of these you’d like playing the most! (I’m not promising to finish any of these yet, I’m just curious about your opinions.)


CHASM
  • An extremely difficult and punishing game set in a dark dungeon with a hellish atmosphere, filled with twisted monsters and fatal traps.​
  • Has many roguelike elements such as permadeath, a wide variety of randomized loot, locked doors, and boss battles.​
  • Most levels are a labyrinth of narrow corridors, with occasional traps, parkour trials and battle arenas.​
  • Has a unique mana system: you can use any spell you find any number of times, but your mana doesn’t recharge automatically, only at the beginning of dungeons (if you run out of mana, you can use your HP as mana.)​
  • Could be played with a few party members, but it would generally be a more singleplayer-focused experience (maybe separate games running at the same time?)​

BABYLON
  • A more vibrant dungeon crawler set in the hanging gardens of Babylon, where your goal is to reach the top of the gardens while having to slay waves of infected plants and other fantasy creatures on your way up.​
  • The gameplay is more linear, mostly involving large battle arena fights and occasionally some puzzle solving.​
  • The loot isn’t that varied: it would be more focused on leveling up your classes and unlocking their full potential.​
  • You could collect corrupted cores to unlock temporary buffs at altars, reveal hidden shortcuts and cast powerful scrolls.​
  • The game would be designed for around 3 – 7 players, so the gameplay would involve a lot more teamwork (including the puzzles!)​

WARBORNE
  • A gritty and challenging sci-fi survival set in a desert city, where your goal is to power up a beacon at the middle of the map to call in a dropship and escape the battlefield.​
  • Players have to choose from a range of specialists (classes) and explore a massive procedurally generated map while having to fight endless hordes of enemy robots and phantoms.​
  • You must gather scrap and platinum to craft better equipment (like a battle rifle, shield gadget, delivery drone, etc.) Some items can only be made at special stations that can’t be found at spawn.​
  • The farther you get from spawn, the better loot you'll find, but you must rely on some of your teammates (so wandering off alone = death). You could also mark points of interests on every player’s compass to remember where things are.​
  • This type of game however could only work with a relatively high player count (8+ players), so it would probably need to be fueled by plot ads from time to time.​

Anyways, if you have any extra ideas for any of these games then feel free to reply :D (also feel free to use some of these ideas, just name your game differently and credit me)​
 
Last edited:

KidWolf21

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Babylon definitely sounds the most fun to play. To me at least.
 

Jeremaster

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I would absolutely love to play any of these! Personally I vibe the most with Babylon or Warborne.

To me Babylon seems like the most unique in terms of the aesthetics and enemy types. Team puzzles are also great IMO, I really like the collaboration aspect. Though with teammates you don't know / aren't in a voice chat with, that's a bit more limiting.

Warborne feels the most satisfying in terms of the loot progression, and I really like the "it gets harder the further you go from spawn" mechanic. This is also sounds like it has really strong collaborative elements.

For any of these, diversity in enemy types is key IMO; even with a procedurally generated map, it can feel grindy if the gameplay doesn't evolve over time.
 
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