Thanks to all who have contributed to the various discussions about the IOGR on Discord. Some interesting points were brought up, and I thought I’d summarize them here.
How Do You Beat This Thing?
You would think that the game is all about collecting the six Mystic Statues so that you can use them to climb the Tower of Babel and defeat Dark Gaia. Except not really. The vanilla game is so linear, it doesn’t even bother to check if you have all (or any) Mystic Statues before your final battle. So, how do we want it to work for the randomizer?
Lots of good solutions were discussed, and I think it would be interesting to give the player some control when they generate the seed. Below are five basic potential modes I could see being available to the player:
All Statues
You have to acquire all six Mystic Statues in order to fight Dark Gaia. (The check would happen after you speak to Olman in Babel — or, alternately, another location if we decide to make Babel an optional dungeon, see below.) Given the number of key progression items in the game and how we are currently planning to utilize them, I could see this leading to some pretty tedious seeds — double-dipping several map locations to get all the items to unlock and clear all the dungeons can be daunting. However, for some people that’s their thing — I think I would enjoy it.
XX Statues (Any)
The player can choose the base number of Statues required fight Dark Gaia. They can be any combination of statues they happen to get.
One problem with this mode is that probably no one would ever fight the Mummy Queen (except for the boss rush at the end) — it takes a boatload of items to even get to her, she’s the most powerful boss in the game, and even getting to the Pyramid in the first place requires a lot of progression. So, an alternative might be…
XX Statues (Assigned)
This one calls out specifically which Statues you need to beat the game — e.g. 2nd, 3rd, 5th and 6th. I like this because it adds a element of randomness to the seed — “Ah man, I keep rolling Mummy Queen seeds!”
If I were to put on my prediction goggles, I would guess that the “Four Statues (Assigned)” might end up becoming the standard.
XX Statues (Shuffled)
You still have to collect a number of specific statues — however, the statue rewards you get from the bosses are shuffled. Maybe in this mode we could convert some of the progression items into items that reveal which statue each boss has — for instance, acquiring the Necklace Stones could reveal which statue is held by Sand Fanger.
No Statues
Just get what you need to get to Babel as quick as possible, and fight Dark Gaia as soon as you can. I could see this one being fun — and difficult, as less searching for items would naturally lead to less leveling.
Speaking of leveling…
Getting Stronger
There is a HUGE range of enemy power and difficulty as you progress through the game. This makes sense in the vanilla game for a couple reasons:
- The player also has a huge range of strength, defense and health that tracks with the enemies encountered as the game progresses. The player is supposed to gain power-ups for clearing rooms of enemies (attack, defense, and health) — however…
- Defeating a boss involves a “catch up” mechanic that adjusts the player’s attributes to keep up with the game, in case they missed clearing any rooms.
This will have to be addressed in the randomizer, since we’re making it more open-world. If a seed expects you to explore late dungeons early, you could be facing enemies that take 20 hits to kill and could take you out in a single hit. That’s not fun for anybody. (Except for the sadists — I guess it would be fun for them.)
There were a LOT of potential solutions that were discussed (again, thanks to everybody who weighed in). I’ll put them below, with the ones I like the most near the top of the list:
- We could drastically scale back the discrepancy of strength between early and late enemies (say to 25% of what it is now — would depend on playtesting). To balance this, we would also reduce the number of total upgrades available to the player throughout the game. Also, the “catch-up” mechanic would go away completely, so you would gain upgrades only for the rooms that you clear. This happens to be my favorite solution, from both gameplay and programming perspectives. My reasons are below:
- It would still keep the nature of leveling up true to the original game: You get stronger as you clear rooms. You just wouldn’t get rewards for every room you clear, only certain ones that have been randomized.
- It would be easy to implement. The game already has flags that are set for each room you clear, so that you don’t get the same reward twice. We would just randomly set, say, 75% of those flags upon the creation of a new game file, and every fourth room on average would grant you a reward.
- It would be easy for the player to see which rooms granted a power-up, since that mechanic is already built into the game. The start menu includes an indicator that shows whether you get a reward for clearing the room you are in.
- It allows the player a level of strategy (do I clear this room for the reward, or do I go fast?) without punishing them too much for skipping rewards here and there.
- We keep the upgrade mechanic as it is: You clear a room, you get an upgrade. However, we make the upgrades much more powerful, say 3X or 4X normal. This would allow the player to grind early for high stats, if desired, and do less room-clearing later in the game. If you happen to cap out in your abilities, you just plateau out. This isn’t a terrible solution IMO, and it’d be an interesting game mode to try — and it’d be super easy to implement, to boot. But it’s certainly a compromise rather than a full-on addressing of the problem, which is why I prefer the first solution to this one: Some might argue that this mechanic gives the player too much of an incentive to rack up levels with easy dungeons, and depending on the route a player who does this might still be under-powered for a particularly late dungeon.
- We could keep the upgrade mechanic as it is (sans boss upgrades) but just nerf the late enemies. This would work much like the first solution, except it would allow the player to get pretty OP pretty quickly, which I don’t love.
- We alter the catch-up mechanic. The way the game is coded now, the upgrades are hard-coded — meaning, if you go into Castoth with high stats, you get downgraded when you beat him to whatever levels you were supposed to have at the end of the Incan Ruins. We might be able to alter that mechanic to a script that looks not to the boss that just got defeated, but to the number of bosses you’ve defeated thus far in the game. Thus, if you do the bosses out of order, you still get a progressive upgrade system that tracks with the vanilla game. Not my favorite idea, though, because it doesn’t really solve the problem 100% — you might still have to fight OP enemies in order to get to that first boss and get the upgrade.
- We could supplement room clearing rewards with item-based upgrades. In other words, we pull a “A Link to the Past” and throw in a couple “armor” items that grant you significant defense upgrades. Don’t love this idea — wouldn’t be too hard to implement, but it deviates too much for my taste from the original feel of the game. It also wouldn’t completely solve the problem of being forced to encounter OP enemies, if you haven’t found (or are locked out of) defense upgrade items.
- Enemy abilities could scale based on player abilities. Hate this solution — it would make leveling useless, plus it would be a bear to program. But, it is a solution nonetheless, and so here it goes. (And I’m allowed to say that I hate it because I’m the one who first suggested it.)
Open to other ideas as well.
One more thing about mystic statues…
Statue Locations
There are six Statues in the game. Functionally in the game, the first five Statues are associated with the five Bosses — however, only three of them are actually given to you upon defeating a boss (i.e. Viper, Sand Fanger, and Mummy Queen). The other two are actually granted as items: Castoth’s Statue is in a chest on the Gold Ship, and the Vampires’ Statue is actually given to you before the fight by the spirit in the room before. The last Statue is almost a throwaway, as it is given to you by Olman after you’ve already entered Babel Tower.
So, this begs the question: How do we want Statue locations to be handled? I have a lot of ideas (such as shuffling some Statues in amongst the items), but what I’m leaning toward is this:
We keep the Statues where they are (or shuffled between themselves), keeping them tied to bosses. This way you have to fight a boss to get a Statue. We also find a way for the player to access Dark Gaia without having to climb Babel Tower, provided the required Statues have been collected. This makes the last statue (the one you get from Olman in Babel) less of a gimme, since Babel (and the boss rush) would essentially be its own dungeon and might not be required to complete the seed. This is my favorite way to handle the statues, though I am open to suggestions.
That’s it for now. Thanks again to everyone who weighed in! I love bouncing ideas off people who also love this game.