The links to navigate the post only works when the post it links to has been loaded… Since there are 5 parts of this post, not all of the links may work at the same time. Please navigate using the features provided by the realmeye forums instead. I’m very sorry for the inconvenience.
Wicked Game ShowBy BaraBlazer
@Nubiedubie, he supported the conception of the idea, and some of the boss/enemy phases. I mainly talked to him about this idea, and he reviewed the final product. Best brother I could wish for. Have you done your homework?
@Xaklor, who made a guide and suggested using Tiled for quality map design.
If you are willing to review this idea, there’s the reply icon from the right that you can use to start constructing it. There will be a couple of sections, so you might want to start from here! I’ll notify you when I think you have finished “one section”
A mid-game dungeon, made to bridge the gap between Abyss of Demons and Toxic Sewers. This dungeon is dropped by
Beholders at 15% chance.
Heyya, These will be the author’s comments. I’ll always try to keep these short and sweet. I hope you enjoy the read!
If you want to read it through Google Documents, you can use this:
The whole post is quite long, so if you just want to jump to the discussion, you can click here!
Welcome to the Wicked Game Show! Excitement and Shrills of joy surrounds you in the wondrous and magical game show! Earn prizes and glory, and return a winner! The suspense and drama of this place never ceases, as everyone who enters never leaves…
The Wicked Game Show’s rooms are connected to each other without corridors (subject to change, according to situations). Every room has shiny tiles as floor, as well as walls draped with curtains. There are 8-10 rooms for the main path, as well as 3-5 branches with 1-3 rooms long each. At the end of each branch, there’s a 20% chance for a treasure room. There are 5 types of treasure rooms. This means, on average, given that the dungeon is fully cleared, there’s an 80% chance to acquire a treasure room. Prominent colors for the dungeon include shades of blue, red, and green.
There are several room types, but all of them have breakable walls. These walls may contain a path to the next room, or a dead end. Every room has 4 potential entrance/exits. They are all on the north, east, south, and west of the room. However, until the room is cleared, the walls remain invulnerable; meaning the only way to finish the dungeon is to clear a path through it.
Teleportation is disabled, mainly to prevent sequence breaking in the treasure rooms.
Picture 1.1 Example of smaller and larger map layout
Random Vs Whole
This dungeon is procedurally generated, but the rooms which are spawned are always a selection of several possible types, with the exception being the starting room and the boss room being constant. The starting room will be generated at a random location, which is followed by 8-10 game rooms, and ends with the boss room. There are 3-5 random branching paths, which consists of the same game room types. At the end of every branch, a treasure room may spawn, which is randomly chosen from a pool of treasure room types.
The group dynamics of this dungeon comes from its potential enemy composition, as well as the players’ decision making in choosing the enemy types to fight, as the player has some control over the enemies which will spawn.
Max Number of Players: 25.
Explain how your dungeon promotes cooperative play:
This mid-game dungeon’s gimmick is the player’s ability to choose. Several rooms in the dungeon require the players to make decisions based on the composition of classes available. The group also has little reason to split up ahead, as the rooms are locked anyways. The fact that there are no teleports also means that the better option for survival is to stay with the group, as you can’t regroup as fast.
There are several categories of rooms that this dungeon provides. They are the starting room, the boss room, the game rooms, as well as the treasure rooms. All of the rooms contain white invulnerable breakable walls, which will turn vulnerable when the room objective has been completed.
Picture 4.1.1 Starting Room
This is the room where the players will spawn. Upon entering, the Wicked MC will greet the players.
He will say, “Welcome, lucky contestants to the Wicked Game Show!”
He will follow it with, “If you can reach the main stage, you’ll stand a chance to win fabulous prizes!”
Finally, he will say, “I’ll see you on the stage! If you already know this, just say toodles!”
Each of the lines takes 2.5 seconds, and after that, the Wicked MC despawns, and the breakable walls turn vulnerable.
If any of the players say “toodles”, then the Wicked MC will stop whatever line he’s saying and despawns immediately, turning the walls vulnerable.
Game Room type 1 – Quiz Room
Picture 4.2.1 Game Room type 1, the Quiz Room
The room objective is to defeat all of the enemies.
This room has 3 crystals. The Red Wicked Crystal, which is spawned on the red tile. The Blue Wicked Crystal is spawned on the green tile, and the Green Wicked Crystal spawns on the yellow tile. The wall in the middle of the room will ask a question. The Wicked Crystals will then say their answers, and you need to break the correct one.
If you do not break the correct one, the Wicked Crystal which was saying the correct answer will shoot an AoE which spans the entire room, inflicting weak and quiet for a period of time.
After breaking at least one crystal, enemies will spawn. There are 2 Gaffers, and 5 Stereo Speakers.
Here are the list of possible questions and their answers;
|1||How many graves is the Mad Lab’s difficulty?||5||4||3||Red|
|2||What is the Hauted Cemetary’s final battle against?||Skuld||Scold||Skold||Red|
|3||What does Oryx say when he dies?||I shall avenge myself!||No! This cannot be!||Fools... Killing me will only prolong your suffering!||Blue|
|4||Which of these UTs do NOT drop from Snake Pit?||Snake Eye Ring||Snakeskin Shield||Snake Scale Armor||Green|
|5||How many graves is the Snake Pit’s difficulty?||2||3||1||Green|
|6||Who is your guild helper’s full name?||Guille||Guillermo||Guilerno||Blue|
|7||What are the classes needed to unlock Ninja?||Warrior and Wizard||Warrior and Rogue||Archer and Rogue||Blue|
|8||Who is the boss of the Cave of A Thousand Treasures?||Golden Effigy of Oryx||Oryx’s Gold Effigy||Golden Oryx Effigy||Green|
|9||What does Septavius, boss of the Undead Lair drop?||Potion of Wisdom||Potion of Defense||Potion of Attack||Red|
|10||What is the name of the reskin of Demon Blade?||Sword of Radiance||Sword of Illumination||Sword of Luminescence||Blue|
|11||Which one of these does the Murderous Megamoth drop?||Potion of Vitality||Potion of Mana||Potion of Defense||Red|
|12||How many stages are there in the Haunted Cemetary?||4||5||6||Red|
|13||What tier is the Ring of Unbound Health?||5||6||UT||Green|
|14||How many MP does the ring of Exalted Magic give?||150||140||160||Blue|
|15||How many common pets do you need to fuse to get a legendary pet?||4||8||16||Blue|
Game Room type 2 – Choose a Deal Room
Picture 4.2.2 Game Room type 2, the Choose a Deal Room
This room has 4 crystals revolving about the room’s center. Every crystal has its own spawns. Upon breaking one crystal, the rest of the crystal disappears and enemies spawn based on the crystals broken. Upon defeating all the enemies, the room’s objective is fulfilled, and the walls turn vulnerable.
This section is supposed to give the player a chance to choose the enemy they want to face, especially after knowing which crystals spawn which enemies. The showtime crystal is that risky random, if you’re lucky, you might not need to fight anything, or you might encounter the rare enemy(if you call that lucky).
If you’re curious of the sprites and enemies of this part, I’ll take you there directly!
Game Room type 3 – Game Time Arena
Picture 4.2.3 Game Room type 3, the Game Time Arena
This arena is just a straight-up fight, the most traditional room so far. It has a couple of hazards naturally, so players need to watch their positioning. Not to mention, there’s a chance that the rare enemy, the Platinum Director, might spawn here! Rotating saws are very similar to the Bloody acid in damage. You can the look at the enemies’ stats and sprites,
some of which spawn only in this room, here!
There are some general concepts which apply to all treasure rooms. For one, usually only several of the chosen classes can complete it. If the challenge locks you in the treasure room, there will be a warning text. All of the entrances to the treasure room are in the south, so it can only exist when you’re breaking walls to the north. Upon clearing the room objective of the treasure room, an event chest will spawn on the red tiles that you will encounter near the entrance, which you can break to get loot.
Treasure Room type 1 – Slow Hall Run
Picture 4.3.1 Slow Hall Run Room, with and without walls
The entrance to this room is through South.
This room is designed to be cleared by Knights, Rogues, or Tricksters. The room objective is to defeat the Final Target.
The blue liquid tiles clear status debuff, just like the blue ooze from the Mad Lab.
The purple liquid tiles inflict slow indefinitely.
The gray tiles are conveyor belts, with the speed of 3.5 tiles per second south.
The red tiles besides the conveyor belt are where Game Show Targets are.
The black tiles are where the Eternal Viewers are.
The Final Target exists on the colorful tile, which in this case is yellow.
The Treasure Chest will spawn near the red tiles south of the purify/slow pools.
Eternal Viewers spawn Spiteful Feedbacks at a rate of once every 8 seconds, and the Spiteful Feedbacks inflict Paralyze upon touch. The Spiteful Feedback will continue to travel south until it’s the end of the conveyor belt tiles, at which it’ll despawn. Since the speed at which Spiteful Feedbacks travel south is exactly the same as the conveyor belt’s speed, any players which are paralyzed will be paralyzed until they are at the beginning of the conveyor belt.
Treasure Room type 2 – Wicked Game of Chicken
Picture 4.3.2 Wicked Game of Chicken, with and without walls
The entrance to this room is through the south.
This room is designed to be cleared by huntresses, archers, and mystics. The room objective is to stand on the colorful tiles for 4 seconds, which in this case are the pink and yellow ones.
The tiles also push you down at a rate of 4 tiles/second.
There are also turrets from the left and right of this room which shoots at you, requiring you to dodge.
There is a Wicked Shredder which travels left and right through the trigger tiles. It passes through the middle tile every 2.67 seconds. Since it paralyzes your character, any character which is hit by the Wicked Shredder travels away from the tile.
Again, a room intended to be class-exclusive in terms of clearing. You can check important enemies down in the Treasure Room enemies section.
Treasure Room type 3 – Blind Target Throw
Picture 4.3.3 Blind Target Throw, with and without walls
The entrance to this room is through south.
This room is designed to be cleared by assassins, huntresses, and wizards. The room objective is to clear the Final Targets at the colorful tiles, which in this case are the green and cyan tiles.
The tiles behind the wall are Standing Lamps which acts similar to a solid wall, and regenerates every several seconds.
Turrets will also shoot you from left and right, requiring you to dodge.
Treasure Room type 4 – Far Far Targets
Picture 4.3.4 Far Far Targets
The entrance to this room is through south.
This room is designed to be cleared by Ninjas, Sorcerers, as well as Archers.
In the beginning, there will be an announcer which hints at the Final Target’s location since it’s going to be barely off-screen. The tiles which are separated from the accessible platform are spawned with the Standing Lamps, which prevents tricksters from teleporting there.
The announcer, the Wicked MC will say, "Welcome contestants! Your objective is simple; hit that final target!"
The announcer will then continue, “The true Final Target is actually between these two… Let’s see if you can hit it!”
The Final target is on the bright tile, which in this case is yellow.
Turrets will also be firing from left and right of the platform.
The intended solutions are:
- The shurikens of ninjas to strike the Final Target at the end of the room.
- The quiver shots of archers to strike the Final Target at the end of the room.
- The Sorcerer scepter to jump from lamp to lamp to reach the Final Target.
Treasure Room type 5 – Hold your Ground
Picture 4.3.4 Hold your Ground
The entrance to this room is through south.
This room is designed to be cleared by Priests, Necromancers, or Paladins.
In the beginning, there will be an announcer which hints at this room’s lethality, as it locks you inside until you have finished the objective. The objective is simple; survive for 10 seconds.
The announcer, the Wicked MC will say, "Welcome contestants! Your objective is simple; survive in the mist!"
The announcer will then continue, "Just a word of caution, but the studio is not responsible for any injuries."
Finally, the announcer will say, “Proceed at your own risk!”
On every Bloody Acid tile, there will be Fog Machines. They will attack the players for 10 seconds, dealing pet stasis whilst armor piercing. They will be vulnerable, but will heal every tick for up to half its health, giving necromancers ample source of HP.
Within the bright tiles, which in this case are pink, yellow, green, and blue tiles, there will be breakable Game Show Targets which will supply MP pots so the characters in the room has an abundant MP source.
The intended solutions are:
- Priests can heal the players, while recovering MP from the Game Show Targets.
- Necromancers can drain the Fog Machine’s HP, while recovering MP from the Game Show Targets.
- The Paladin can heal, or more accurately buff HP, while recovering MP from the targets.
I suppose it will be possible to tank through this if you have stocked up on healing pots, but I don’t mind the usage of consumables to finish this stage.
The only treasure room that forces a nexus or death if you don’t complete it. Teleportation is disabled mainly for this room. The fog machines bomb you with armorpiercing and pet stasis, so you really need to use those abilities well. Look at the machines in the Treasure Room enemies section!
Boss Room_Picture 4.4.1 The Boss Room_ This is the boss room. Again, the entrances are from the breakable white walls. The room objective is to defeat the True Wicked MC. The green tiles are actually walls that you can’t go through, so the areas that the player can thread on are only the normal floor tiles, the golden tiles, and the dark gray ones. The Black tiles are inaccessible and filled with decorative Crazed Crowds (just the sprites).
Upon entering the golden tiles, the boss shall be activated.
The boss is activated upon stepping the golden tile. The room isn’t locked, though, so you still can escape to the previous room. The light blue walls are walls which blocks the player from entering the audience area.
In case you want to skip to the boss, click here!
Alright, that’s the first checkpoint! If you want to return here, just use Master Navigator, to jump to the Monster List section! It can be very tiring to read all of these, so have a break. Get some water. Here’s my treat!