Floors, Enemy Packs, and Encounter Rates

Up until now the monsters you encounter in ToL have been drawn completely at random from the library of all enemies. This has worked so far for the basic needs of testing combat and progression, but a more refined implementation has been design and is being tested right now. A playable version with the new system will be uploaded soon after the initial bugs are worked out, but here are the basics:

When you first enter a floor, that floor ‘type’ will be picked at random from a list of floor types. Each floor type has:

* an “Enemy Pack” which lists the four enemies (Common, Uncommon, Rare, and Boss) that will appear on that floor.

* a “Setting” which will change the background of the interface and the background in the combat panels on that floor, the previous grey stone backgrounds now count as one possible background with another pitch black set called “dark” that’s been added for testing purposes.

* a list of the Events that can occur on that floor, providing for some variety and rareness between events.

So, the key thing to note here is the “Enemy Pack”. Each floor has only one and each pack has 4 monsters sorted by rarities. 60% of the time when you encounter a monster you will fight the Common enemy, 30% of the time you will face the Uncommon enemy, and 10% of the time you will fight the Rare enemy. The rarer enemies will be more powerful and the Boss of the floor will only show you when you enter the Boss room, but it will always be the boss when you get there now as opposed to being just any random monster with some boosted stats.

The enemies in each pack will be related thematically. For example, the skeleton monsters are now in their own pack, and the creepy monsters are as well. Since packs of 4 thematic monsters are needed, extra monsters not filling out a pack will not begin appearing from now on until they are added into one. The setting of the floor will match the theme of the enemy pack, so will the events that appear on that floor. This should lead to a more cohesive experience than before, and allow the player to prepare for the floor now and get into a rythm instead of losing that rythm of fighting skeletons for example by running into a demented clown or jellyfish or something.

About Maynard Price

My name is Maynard Price. I am an undergraduate student at RPI (representing class of 2013 :D) majoring in computer science and minoring in game studies. I’m aiming to break into the game industry after I graduate, and so I’m developing a portfolio (currently too embarrassingly small or lame to bother posting). I have some experience in developing games in c++ using SDL, but I’m learning to program in AS3 using Flash Develop (probably with Flixel). I’m down for anything really. Small projects, big projects, etc. I just need experience and practice. I’ll be doing my own thing too, but I definitely need to get some practice working with others on larger projects.
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