$15.00 pledged of $5,000 goal
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By Robert Smith
$15.00 pledged of $5,000 goal
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About this project

Demo is Live:

https://drive.google.com/drive/folders/0B1ugiQIKqHa0OTVPSlNZdklhbUk

https://gamejolt.com/games/dungeon-arena-master-in-training/224673

Everyone has had that moment where they were first introduced to a video game when they were young. Mine was Super Mario Bros. on the NES. From that day on I fell in love with gaming. As I got older I learned how to do coding on QB64 which was for an old computer in the 80's. Learning how to code and then using that to try and guess how a game worked under the hood made me give a greater appreciation towards developers. After playing for so many years I starting dreaming of scenarios that I would run in my head that would be awesome to play. This project technically started 2 years ago but it started picking up steam 3 months ago. With these funds I can hire an Artist and Audio Professional to add what I cannot to the game. If I have more than what I need the money will NOT be pocketed, it will all go into the game. Extra will most likely go into hiring another programmer to speed up the process. 

The following are ideas and concepts that I plan to add to the game. They are not ordered in any way and some of these ideas may not even make it into the final game, but will be added at a later date. The game is being created in Unity and I'm planning to release it on Steam.

 The Game

So my vision for the game is similar to how most asymmetrical games work, one powerful boss versus other players. Either players fight against a Dungeon Master AI, or another human player. There will be a leveling system during each game that resets for each session. Each level gives you a stat boost as well as skill points which can be used to gain or increase the strength of your abilities, which vary from the class you are playing. Killing enemies also gives you gold you can by at a shop near the entrance of the shop for loot such as armor and weapons. I have not decided yet if loot should restart as well. Either you can keep certain loot or you can place it in a box and from that point on the item can be sold in the shop for ever game session. 

Map Variety 

Multiple maps to pick from- this won't just be a background to be played on, maps will have environmental hazards such as lava pits or watering holes. More complex/larger maps will have intractable switches such as traps or temporary damage boost. DM AI will behave different in different maps. The DM in training will send out waves different in a cave map (more bats in large numbers) than a forest map (Stronger Enemies get sent out at the cost of numbers. Multiplayer United we stand-If I ever get to a point were I can make an AI that can act like a player, I will add the option to have a bot play along side a player to keep it a single player game for those who want it. But thanks to the tools in unity making a game multiplayer is easier now. Map size could determine how many players are in a game at a time, but for now I will aim for 1-4 player games. 

Class Type

 Spartans! What is your occupation!?- The class types that I have in mind are warrior, mage, necromancer, barbarian, and, for lack of a better term, support. 

Warrior- Basic attacks are his main source of damage. Can perform on act of magic which cost mana/health and only class that can block attacks for a certain period of time. 

Mage- Basic attacks are clunky making spells his main source of damage. All spells cost mana/health, nut the benefit is that their spells are long range and can be fired repeatedly 

Necromancer- One of the classes I thought the most of, uses only mana and has a chance to revive a dead enemy and command it. To raise it cost mana and it will replace the basic attacks of the Necromancer once raised. The first enemy will also be raised if killed by the necromancer and other enemies have a chance of dropping a grave for them to raise. Graves disappear after a bit. I haven't decided on a limit yet (undead army ftw) and I never liked boss immunity to spells so they seem like fair game as well. But why just stop at enemies? Players die like everyone else. If a Player dies during a wave but the party survives they receive a penalty (haven't decided what yet, lose level/loot? Lose everything?) but a necromancer has a chance to revive them instead (ult maybe?) The catch is that player must remain in range of the necromancer or die for real. But the necromancer can also take control of the player if they wanted too, the player receives a damage boost and they booth receive the rewards. 

Barbarian- Spells are for the weak and only your hands make you feel like a monster. Basic attacks deal increase knock back but he is slower to attack. Can charge make weaker enemies flee from him Really? 

Support- Who would want to be a support in a horde game? Well they might be the most important character since they are the only ones who can heal and regen mana. That's right, I mention how spells cost health and mana, that's because I'm allowing spells to be cast if you run out of mana but at a huge cost of health. Up to the player to decided if one last fireball is enough to kill a horde or if they should risk getting close. The support can regen mana and donate some mana via an energy stream to another player. While receiving this stream players also get a damage boost to all affects which multiply per stream. So 3 supports and 1 mage can mage that mage act like a God with stronger spells and unlimited mana. Once mana is filled heath slowly gets healed as well. The support regens mana at a very slow rate and can also cast debuffs/buffs to enemies/players. There will be pick ups such as health/mana packs still so support class is not entirely necessary. 

Wave Mechanic 

Here they come, in no particular order- Most Likely the waves will be dealt out randomly with the strength of each enemy type changing within a certain margin, (bats health 1-10, strength 3-5 versus a giant scorpion health 20-100 strength 10-30 

DM AI- everyone plays different but even the least skilled player can learn a pattern if they play a game enough times. I am aiming to make the DM learn how a player behaves to the waves. If they kill a certain enemy too quickly the DM will determine the enemy weak against the player. If a combination of enemies kills or takes longer against the player the DM will remember and try to improve on it. 

Wait, you're not Larry- The DM can remember what worked against you in another play session and can be saved to play against at a later time (maybe even send your DM to another player to see how far they can go). Or just keep starting from scratch and see how far you can go against a new DM in training. 

Never send a bot to do a man's job- Sometimes an AI is not enough for people and until Skynet becomes a thing, another person is the biggest threat a player can have is another player. So similar to Zombie U a player can act as the DM in training and send out waves of monster. They gain a certain amount of points over time to spawn enemies and can either send out a wave of weak enemies or some stronger enemies ( or wave of strong if they racked up points). There obviously has to be a goal or the enemy player can wait for 5 minutes and summon all the high tier monsters against a level 1 player. So either the player has to knock down a door by repeatedly attacking it (the door to the DM) or a time based system that gets longer for each hit of damage the player takes (if the player gets hit by a monster 5 more seconds is added or something along those lines) And those are my current goals for the game. 

Still a work in progress but I will give out an alpha to backers and a video on a youtube channel to show the basics of the game. I might add more to the list and will update any progress i make on the game. So far I finished one map and player mechanics/animations. 

Risks and challenges

This project is not being worked on full time. I am doing this during the down time of my job which is a 10 hour shift. Most I get done is 4 hours into the project, 6 days during the week.

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