So I started going through the monster list to try and see where things can be improved. I've only been through the first 5 levels or so, but some things seems like obvious areas we can improve things. Here are some of the things I've come across.
1. Townsfolk. Most townsfolk should really just ignore the player. There's no reason to have them constantly harass the player. After that you can differentiate them a little. Maybe "attacking" the aimless merchant opens up a store dialogue where you can buy a very few basic goods at cheaper prices than a store. The mangy looking leper just loiters around store entrances. The squint eyed rogue is invisible and tries to steal some very small amount of money. I dunno.
2. A lot of early game monsters are really forgettable. Soldier ant, white and, black ant are kind of pointless. For diversity's sake, we could do quite a lot with some of the improved dungeon generation features. On their own these ants are very useless, but if you made a templated room (or ideally something like a cavern in a section of the dungeon) which was populated by these ants as a lair, then you can make a lot of these forgettable monsters more interesting.
3. Snakes and centipedes are also a problem. There's many different types and there isn't much to distinguish them. These need some significant work.
4. Jellies and molds serve a purpose, but right now there are too many of them. Jellies tend to be giant unmoving blobs of hp that damage you if you go near them. That seems to work fine, but I might recommend going even further and upping their HP even more and combining that with the stipulation that they can only spawn in rooms. After that, I might recommend giving them radius 2 attacks or auras, but maybe that's unnecessary. The Jellies that do the same thing (white, yellow, spotted) probably should be differentiated further or combined. Molds are probably ok as they are now. Much less hp but more dangerous attacks.
5. There are a bunch of other monsters, harpies, oozes, lizards, that are really forgettable. The main purpose of these appears to be just to get variety in name and shape if not actual behavior. There's some work we can do here.
6. In general it's probably best to have the highest diversity of monsters in levels 1-10.
1. Townsfolk. Most townsfolk should really just ignore the player. There's no reason to have them constantly harass the player. After that you can differentiate them a little. Maybe "attacking" the aimless merchant opens up a store dialogue where you can buy a very few basic goods at cheaper prices than a store. The mangy looking leper just loiters around store entrances. The squint eyed rogue is invisible and tries to steal some very small amount of money. I dunno.
2. A lot of early game monsters are really forgettable. Soldier ant, white and, black ant are kind of pointless. For diversity's sake, we could do quite a lot with some of the improved dungeon generation features. On their own these ants are very useless, but if you made a templated room (or ideally something like a cavern in a section of the dungeon) which was populated by these ants as a lair, then you can make a lot of these forgettable monsters more interesting.
3. Snakes and centipedes are also a problem. There's many different types and there isn't much to distinguish them. These need some significant work.
4. Jellies and molds serve a purpose, but right now there are too many of them. Jellies tend to be giant unmoving blobs of hp that damage you if you go near them. That seems to work fine, but I might recommend going even further and upping their HP even more and combining that with the stipulation that they can only spawn in rooms. After that, I might recommend giving them radius 2 attacks or auras, but maybe that's unnecessary. The Jellies that do the same thing (white, yellow, spotted) probably should be differentiated further or combined. Molds are probably ok as they are now. Much less hp but more dangerous attacks.
5. There are a bunch of other monsters, harpies, oozes, lizards, that are really forgettable. The main purpose of these appears to be just to get variety in name and shape if not actual behavior. There's some work we can do here.
6. In general it's probably best to have the highest diversity of monsters in levels 1-10.
Comment