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[Game Mechanic] Upgrading Rooms

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Cold_Ankles

Gargoyle
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Dec 10, 2011
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#1
This is all referenced for DK2. Being WftO the room names should eventually be replaced with the actual names of the WftO rooms, but for now I will use the DK2 counterparts.

Going on a DK2 HUD, clicking the Room tab brings up the buildable rooms.

My Proposal: Under the Room tab should be a upgrade room button, placed the same way as rooms normally are this upgrades whatever room is underneath to be more functional etc. The cost (assuming the room upgrade is unlocked) would be either the same as the base room you're upgrading or some other amount based on the room.

Suggested Upgrades:

Lair -> Rest/Sleep done in less time than in un-upgraded rooms.
Treasury -> Higher Capacity.
Hatchery -> Higher Chicken Spawn Rate/Capacity.
Workshop -> Faster Production or Allow access to higher tier traps/thingamajigs.
Library -> Faster Research.
Casino -> Minions are less likely to be angry when swindled out of money but become happier.
Prison -> Prisoners stay alive for longer but when they do die they become Bloodied Ghouls.
Training Room -> Lifts the max level that creatures can be trained to.
Fighting Pit -> Allows you to put prisoners in there, minions can now also bet on fights.
Graveyard -> Raises Vampire Lords.
Torture Chamber -> Takes less time to extract information or prisoners do not die (unless already tortured).
Dark Temple -> Mana production increased.
Guard Room -> Creatures on Duty receive slight health, damage and armor bonuses.


Criticism?
 
Jan 19, 2012
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#2
I like the idea of being able to upgrade rooms however to be able to upgrade a room it has to be researched first so you cant just go mine as hell and then upgrade everything. It should be harder. Also this will be some extra work as to make it as good as possible the room itself would have to change looks to look actually upgraded. So poses some extra work.. But if possible i like the idea. One problem with DK was that after an hour or so you pretty much built all the rooms, all the traps, every corridor had a door and you had the maximum amount of creatures.. Being able to upgrade rooms could lengthen the time it takes to be "done" with your dungeon.
 

Cold_Ankles

Gargoyle
WFTO Backer
Dec 10, 2011
372
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South Australia
#3
Yes, researching the room upgrades should be a key part, the creature that does it should visit the room in question and the library in the course of doing the upgrading.
 
Jan 7, 2012
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#4
Like chris said i missed some more rooms/roomoptions too. I always enjoyed to see my Dungeon grow .:rolleyes:
What do u think of a "skill tree" (not like WoW, just different upgrade directions) ? Like:
Trainingroom ->upgrade possibility 1 -> trainig costs reduced about 5-10%
->upgrade possibility 2-> lift max level
 

Cold_Ankles

Gargoyle
WFTO Backer
Dec 10, 2011
372
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South Australia
#9
Did you delete your post? Now reading this confuzzles me.

With respect to researching the rooms, maybe a researching creature (maybe a specific creature) has to go to the room and 'experiment' before ensconcing itself in the Library and completing the upgrade.
 

Amon

Huntress
Apr 14, 2012
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Somewhere
subterraneangames.com
#10
Did you delete your post? Now reading this confuzzles me.
Yes, I deleted my post. Sorry that it makes this post hard to read. :(

With respect to researching the rooms, maybe a researching creature (maybe a specific creature) has to go to the room and 'experiment' before ensconcing itself in the Library and completing the upgrade
Perhaps this could go in a new post? That way you could be more specific. Might turn out to be liked by Admin!
 

Kyle

Dwarven Worker
Nov 9, 2011
251
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Scotland
#11
Not sure if you were reffering to me as the main dev team or an admin, but in terms of naming, we use ghouls/zombies as the skeleton type of units at the moment.
 
Jan 9, 2012
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#13
Upgraded rooms could also bring in upgraded minions.

Library -> forbidden library -> black library
dark apostle -> warlock -> sorceror

You might also make it either or.

You can upgrade your library for better magic units and spells, or your combat room to bring in better melee and ranged units and give your current melee and ranged units better weapons.
 

sukhonali

Bafu
WFTO Founder
Dec 19, 2011
154
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#14
When the upgrade is researched/purchased the imps should literally start upgrading the room by jumping on tiles and by walls, or whenever a room upgrade is researched then the imps can take the new schematics from the library to the workshop and the builders will make a big box(room furniture,design..etc) and the imps can then drag it to the old room and unpack it resulting in a animation of the old room being renovated to the new one -this will be done only once for each room type-.
 
May 29, 2013
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#15
This is one of the mechanics i'd love to see. I was going to make a new post until I saw this in suggested already.

My take on it would give similar benefits but the upgrade would be a piece of machinery, furniture or something, which you upgrade a specific (e.g. Library) with and the upgrade only effects that one room.
I think this is what cold ankles was suggesting anyway but i think that's important.
This way your dungeon is much more customisable; rather than changing all the libraries in your dungeon with a single upgrade. If an enemy takes control of that room they'd also receive the upgrades you gave it.

I think you could also add upgrade tiers to certain rooms (like the treasury) where each gives it more capacity, shelves and chests could be upgrades. And specialist upgrades to rooms like the training room and workshop; where an "advanced" melee target dummy increases the speed at which melee creatures train, and a big cutting machine increase the speed creatures can make doors in a workshop, but only a few creatures can benefit from this at a time, so if you want 6 creatures to benefit you need 2 dummies or whatever, and may need to increase the size of the room to fit it.
 
Likes: iggii

Enjou

Ember Demon
WFTO Backer
Jan 10, 2012
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#16
If you've seen the Sloth and Wrath reveals, you'd know that upgrades for the core rooms of each Vein is in.
 

iggii

Bafu
WFTO Backer
Apr 15, 2012
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Czech Republic
#18
Crazy idea - dont take it too seriously, just take it as an inspiration: upgrading wooden bridge:

Example on DK2 - Standard wooden bridge being available from begining of the game - bile demons too heavy to cross - upgrade at some cost available - also improves time to burn down when built on lava and you are able to place traps onto...

Still hope that upgrades (preferably with wisual impact too) will make it in the game in some sort...
 

Mozared

Juggernaut
WFTO Founder
Feb 17, 2013
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#19
Looks like this is an old thread, but I can still give a note on this: while we're definitely not planning to have an upgrade for every single room, a number of key rooms are definitely planned to have upgrades within the veins of evil. These upgrades are planned to make the rooms better and add functions to them mechanically as well as showing visual change to it.

Edit: Please excuse my English in this post, I don't know what came over me. I accidentally the language.
 
Last edited:

Cold_Ankles

Gargoyle
WFTO Backer
Dec 10, 2011
372
115
315
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South Australia
#20
Looks like this is an old thread, but I can still give a note on this: while we're definitely not planning to have an upgrade for every single room, a number of key rooms are definitely planned to have upgrades within the veins of evil. These upgrades are planned to make the rooms better and add functions to them mechanically as well as showing visual change to it.

Edit: Please excuse my English in this post, I don't know what came over me. I accidentally the language.
Cool.
 
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