The new forums will be named Coin Return (based on the most recent vote)! You can check on the status and timeline of the transition to the new forums here.
The Guiding Principles and New Rules document is now in effect.
So I came across Dungeons today on the featured items of steam. Unfortunately I can't find much more about it outside of Steam.
Could this possibly be what I think it is!? A spiritual successor to Dungeon Keeper?
Edit: By all current accounts, the game is a wolf dressed in sheep's clothing. Do NOT pay $40 for this if you're looking for a Dungeon Keeper successor.
This game is fully half the reason I'm upgrading my system.
Even if it's a shameless copy of Dungeon Keeper 2, I'll not feel cheated in paying $40 for it.
Kalypso has published some good games, and the only complaint I've been able to make about any of them is their games are slow. Which is a welcome diversion from the super-fast pace of most games today.
Those gates that are taller than the walls of the dungeon are really pissing me off.
I mean, what the fuck? Do they not know how a ceiling works? Or is this dungeon being built in ten feet of mud?
As far as I can tell, the dungeon is built only a few feet under the surface., which may explain it a little.
I believe Dungeon Keeper 1 had the same interface convention of shortening the walls so you could see over them more easily as the player, like a further camera convention on top of turning the ceiling (which is also presumably present) invisible. I think it was an option that defaulted on in DK1, but then again I don't recall DK1 having camera control.
I'm intrigued, but I never played Dungeon Keeper. What's to keep you from just dropping a ton of very difficult things on the hero straight off the bat? And is there a multiplayer "I try to kill the guy and he tries to get through the maze" kind of thing?
I'm intrigued, but I never played Dungeon Keeper. What's to keep you from just dropping a ton of very difficult things on the hero straight off the bat? And is there a multiplayer "I try to kill the guy and he tries to get through the maze" kind of thing?
You can of course drop a ton of your minions or spells on top of any intruders into your dungeon, but only in YOUR dungeon. You can't drop anything on land that isn't yours. So if your imps break through into a new area, but get ambushed by heroes before they can claim it for you, then you have to get creative with how you deal with the heroes. Minion possession is one way to get around that obstacle.
Only thing that really stands out is the absurd quake 2 style coloured lighting. It looks bizarre.
I kind of like it. It may just be aesthetically pleasing to me, but I also think it'd be a good way to differentiate areas/rooms and to avoid... monotony? I prefer style in a game like Dungeon Keeper. At least, that's one of the things that really drew me into Evil Genius, and it may work in this game's favor to go for that and solid gameplay.
I'm intrigued, but I never played Dungeon Keeper. What's to keep you from just dropping a ton of very difficult things on the hero straight off the bat? And is there a multiplayer "I try to kill the guy and he tries to get through the maze" kind of thing?
Well, there's basically a tech tree of sorts, so you wouldn't have that available at the start.
I'm intrigued, but I never played Dungeon Keeper. What's to keep you from just dropping a ton of very difficult things on the hero straight off the bat? And is there a multiplayer "I try to kill the guy and he tries to get through the maze" kind of thing?
Well, there's basically a tech tree of sorts, so you wouldn't have that available at the start.
Yeah, you start out with, like, weak minions who can mine, and the ability to build normal doors.
Then you get some orc-types, then you can raise dead creatures as skeletons, etc.
Words o'Doom are expensive, and don't come until later.
On a similar note, it's the same reason you don't beat the early levels in StarCraft by building nothing but Battlecruisers - not only can you not access them yet, but if you could, you couldn't afford them.
DeadfallI don't think you realize just how rich he is.In fact, I should put on a monocle.Registered Userregular
edited January 2011
The great thing with Dungeon Keeper 2 (I never played the first, but I'm assuming it was the same) is that you didn't really have control of your dungeon. You couldn't just queue up six trolls and click build, or just throw down cannons and traps everywhere.
You had to build rooms and attractions to lure them there. You want an undead army of skeletons and vampires? You had to build a prison, capture some enemies, let them starve, then take their corpses to rot in the graveyard where their skeletons would rise to serve you. Vampire were lured only if you had a graveyard full of corpses. Doors and cannons were only built if trolls were actually in the forge building them, and that was only if you had lured them in the first place. More powerful spells had to be researched in the library by warlocks.
And the minions had minds of their own. Some would demand a fighting arena (which would attract another minion), some like to gamble, some captured, tortured and converted heroes needed their own sleeping quarters because they didn't like being quartered with evil minions. You could tell them to go fight somebody and drop them on a hero, but if the odds were against them, they'd flee and leave their comrades behind without a second thought.
The great thing with Dungeon Keeper 2 (I never played the first, but I'm assuming it was the same) is that you didn't really have control of your dungeon. You couldn't just queue up six trolls and click build, or just throw down cannons and traps everywhere.
You had to build rooms and attractions to lure them there. You want an undead army of skeletons and vampires? You had to build a prison, capture some enemies, let them starve, then take their corpses to rot in the graveyard where their skeletons would rise to serve you. Vampire were lured only if you had a graveyard full of corpses. Doors and cannons were only built if trolls were actually in the forge building them, and that was only if you had lured them in the first place. More powerful spells had to be researched in the library by warlocks.
And the minions had minds of their own. Some would demand a fighting arena (which would attract another minion), some like to gamble, some captured, tortured and converted heroes needed their own sleeping quarters because they didn't like being quartered with evil minions. You could tell them to go fight somebody and drop them on a hero, but if the odds were against them, they'd flee and leave their comrades behind without a second thought.
It was truly a brilliant game.
Dk1 wasn't too different, apart from graphics and monsters. You could have demon spawn and dragons, and horny wasn't summoned by a spell. Horned Demons were the ultimate monster you could get. You started the end level with 2 of them, and they were impossible to keep pleased. They'd run around killing the shit out of your own minions because they were bored. You had to keep them in their own separate lairs, behind a locked door, with their own hatcheries and training rooms. Honestly, I think DK1 was the superior game.
The great thing with Dungeon Keeper 2 (I never played the first, but I'm assuming it was the same) is that you didn't really have control of your dungeon. You couldn't just queue up six trolls and click build, or just throw down cannons and traps everywhere.
You had to build rooms and attractions to lure them there. You want an undead army of skeletons and vampires? You had to build a prison, capture some enemies, let them starve, then take their corpses to rot in the graveyard where their skeletons would rise to serve you. Vampire were lured only if you had a graveyard full of corpses. Doors and cannons were only built if trolls were actually in the forge building them, and that was only if you had lured them in the first place. More powerful spells had to be researched in the library by warlocks.
And the minions had minds of their own. Some would demand a fighting arena (which would attract another minion), some like to gamble, some captured, tortured and converted heroes needed their own sleeping quarters because they didn't like being quartered with evil minions. You could tell them to go fight somebody and drop them on a hero, but if the odds were against them, they'd flee and leave their comrades behind without a second thought.
It was truly a brilliant game.
Dk1 wasn't too different, apart from graphics and monsters. You could have demon spawn and dragons, and horny wasn't summoned by a spell. Horned Demons were the ultimate monster you could get. You started the end level with 2 of them, and they were impossible to keep pleased. They'd run around killing the shit out of your own minions because they were bored. You had to keep them in their own separate lairs, behind a locked door, with their own hatcheries and training rooms. Honestly, I think DK1 was the superior game.
Biggest difference with 1 and 2 was that in 1 your monsters didn't play nice with each other. If you tried to house a fly in the same lair as a spider, chances are that fly's getting eaten next time you turn your back on them. Vampires and warlocks (IIRC) had the same kind of antagonistic relationship where if you weren't there to backhand them into behaving themselves they'd kill each other whenever they got the chance.
Nothing quite like picking up all your monsters to hold off the heroes only to find that most of them are half dead from pissing matches.
The great thing with Dungeon Keeper 2 (I never played the first, but I'm assuming it was the same) is that you didn't really have control of your dungeon. You couldn't just queue up six trolls and click build, or just throw down cannons and traps everywhere.
You had to build rooms and attractions to lure them there. You want an undead army of skeletons and vampires? You had to build a prison, capture some enemies, let them starve, then take their corpses to rot in the graveyard where their skeletons would rise to serve you. Vampire were lured only if you had a graveyard full of corpses. Doors and cannons were only built if trolls were actually in the forge building them, and that was only if you had lured them in the first place. More powerful spells had to be researched in the library by warlocks.
And the minions had minds of their own. Some would demand a fighting arena (which would attract another minion), some like to gamble, some captured, tortured and converted heroes needed their own sleeping quarters because they didn't like being quartered with evil minions. You could tell them to go fight somebody and drop them on a hero, but if the odds were against them, they'd flee and leave their comrades behind without a second thought.
It was truly a brilliant game.
Dk1 wasn't too different, apart from graphics and monsters. You could have demon spawn and dragons, and horny wasn't summoned by a spell. Horned Demons were the ultimate monster you could get. You started the end level with 2 of them, and they were impossible to keep pleased. They'd run around killing the shit out of your own minions because they were bored. You had to keep them in their own separate lairs, behind a locked door, with their own hatcheries and training rooms. Honestly, I think DK1 was the superior game.
Biggest difference with 1 and 2 was that in 1 your monsters didn't play nice with each other. If you tried to house a fly in the same lair as a spider, chances are that fly's getting eaten next time you turn your back on them. Vampires and warlocks (IIRC) had the same kind of antagonistic relationship where if you weren't there to backhand them into behaving themselves they'd kill each other whenever they got the chance.
Nothing quite like picking up all your monsters to hold off the heroes only to find that most of them are half dead from pissing matches.
That's why I preferred DK 2. While it was funny, it was more often annoying. Without rivalries between monsters, you just needed to focus on keeping them happy and meeting your objective, and no chance of 'hey, I was over here planning a new room. Oh, hero attack. I'll just grab my WHYAREALLMYGUYSFUCKINGDEADINTHELAIR?'.
The great thing with Dungeon Keeper 2 (I never played the first, but I'm assuming it was the same) is that you didn't really have control of your dungeon. You couldn't just queue up six trolls and click build, or just throw down cannons and traps everywhere.
You had to build rooms and attractions to lure them there. You want an undead army of skeletons and vampires? You had to build a prison, capture some enemies, let them starve, then take their corpses to rot in the graveyard where their skeletons would rise to serve you. Vampire were lured only if you had a graveyard full of corpses. Doors and cannons were only built if trolls were actually in the forge building them, and that was only if you had lured them in the first place. More powerful spells had to be researched in the library by warlocks.
And the minions had minds of their own. Some would demand a fighting arena (which would attract another minion), some like to gamble, some captured, tortured and converted heroes needed their own sleeping quarters because they didn't like being quartered with evil minions. You could tell them to go fight somebody and drop them on a hero, but if the odds were against them, they'd flee and leave their comrades behind without a second thought.
It was truly a brilliant game.
Dk1 wasn't too different, apart from graphics and monsters. You could have demon spawn and dragons, and horny wasn't summoned by a spell. Horned Demons were the ultimate monster you could get. You started the end level with 2 of them, and they were impossible to keep pleased. They'd run around killing the shit out of your own minions because they were bored. You had to keep them in their own separate lairs, behind a locked door, with their own hatcheries and training rooms. Honestly, I think DK1 was the superior game.
Biggest difference with 1 and 2 was that in 1 your monsters didn't play nice with each other. If you tried to house a fly in the same lair as a spider, chances are that fly's getting eaten next time you turn your back on them. Vampires and warlocks (IIRC) had the same kind of antagonistic relationship where if you weren't there to backhand them into behaving themselves they'd kill each other whenever they got the chance.
Nothing quite like picking up all your monsters to hold off the heroes only to find that most of them are half dead from pissing matches.
You could always throw monsters that were too mean/you hated back into the portal, and they'd eventually stop coming at all.
Posts
Switch: US 1651-2551-4335 JP 6310-4664-2624
MH3U Monster Cheat Sheet / MH3U Veggie Elder Ticket Guide
I'll likely get this.
Really, dawg?
I wouldn't call the graphics "awesome" so far, but definitely an improvement.
Even if it's a shameless copy of Dungeon Keeper 2, I'll not feel cheated in paying $40 for it.
Kalypso has published some good games, and the only complaint I've been able to make about any of them is their games are slow. Which is a welcome diversion from the super-fast pace of most games today.
I mean, what the fuck? Do they not know how a ceiling works? Or is this dungeon being built in ten feet of mud?
As far as I can tell, the dungeon is built only a few feet under the surface., which may explain it a little.
I believe Dungeon Keeper 1 had the same interface convention of shortening the walls so you could see over them more easily as the player, like a further camera convention on top of turning the ceiling (which is also presumably present) invisible. I think it was an option that defaulted on in DK1, but then again I don't recall DK1 having camera control.
You can of course drop a ton of your minions or spells on top of any intruders into your dungeon, but only in YOUR dungeon. You can't drop anything on land that isn't yours. So if your imps break through into a new area, but get ambushed by heroes before they can claim it for you, then you have to get creative with how you deal with the heroes. Minion possession is one way to get around that obstacle.
I kind of like it. It may just be aesthetically pleasing to me, but I also think it'd be a good way to differentiate areas/rooms and to avoid... monotony? I prefer style in a game like Dungeon Keeper. At least, that's one of the things that really drew me into Evil Genius, and it may work in this game's favor to go for that and solid gameplay.
"Your minions are getting hungry, they need a hatchery!"
PSN/Steam/NNID: SyphonBlue | BNet: SyphonBlue#1126
Because you don't start out with very difficult things right off the bat.
Which, don't get me wrong, is one of my top three PC games of all time. But still.
They even give you a statue of Horny if you pre-order.
xbl - HowYouGetAnts
steam - WeAreAllGeth
Well, there's basically a tech tree of sorts, so you wouldn't have that available at the start.
Yeah, you start out with, like, weak minions who can mine, and the ability to build normal doors.
Then you get some orc-types, then you can raise dead creatures as skeletons, etc.
Words o'Doom are expensive, and don't come until later.
On a similar note, it's the same reason you don't beat the early levels in StarCraft by building nothing but Battlecruisers - not only can you not access them yet, but if you could, you couldn't afford them.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
You had to build rooms and attractions to lure them there. You want an undead army of skeletons and vampires? You had to build a prison, capture some enemies, let them starve, then take their corpses to rot in the graveyard where their skeletons would rise to serve you. Vampire were lured only if you had a graveyard full of corpses. Doors and cannons were only built if trolls were actually in the forge building them, and that was only if you had lured them in the first place. More powerful spells had to be researched in the library by warlocks.
And the minions had minds of their own. Some would demand a fighting arena (which would attract another minion), some like to gamble, some captured, tortured and converted heroes needed their own sleeping quarters because they didn't like being quartered with evil minions. You could tell them to go fight somebody and drop them on a hero, but if the odds were against them, they'd flee and leave their comrades behind without a second thought.
It was truly a brilliant game.
xbl - HowYouGetAnts
steam - WeAreAllGeth
Dk1 wasn't too different, apart from graphics and monsters. You could have demon spawn and dragons, and horny wasn't summoned by a spell. Horned Demons were the ultimate monster you could get. You started the end level with 2 of them, and they were impossible to keep pleased. They'd run around killing the shit out of your own minions because they were bored. You had to keep them in their own separate lairs, behind a locked door, with their own hatcheries and training rooms. Honestly, I think DK1 was the superior game.
Biggest difference with 1 and 2 was that in 1 your monsters didn't play nice with each other. If you tried to house a fly in the same lair as a spider, chances are that fly's getting eaten next time you turn your back on them. Vampires and warlocks (IIRC) had the same kind of antagonistic relationship where if you weren't there to backhand them into behaving themselves they'd kill each other whenever they got the chance.
Nothing quite like picking up all your monsters to hold off the heroes only to find that most of them are half dead from pissing matches.
ditto
Like I said in the Steam thread, I can't really justify to myself spending that much on a single player only, niche game without a lot of depth.
Tritto. I'll probably end up waiting for an amazing Steam sale.
now if they put DK1 and DK2 in a pack, I'd gladly pay $40 for them!!
That's why I preferred DK 2. While it was funny, it was more often annoying. Without rivalries between monsters, you just needed to focus on keeping them happy and meeting your objective, and no chance of 'hey, I was over here planning a new room. Oh, hero attack. I'll just grab my WHYAREALLMYGUYSFUCKINGDEADINTHELAIR?'.
You could always throw monsters that were too mean/you hated back into the portal, and they'd eventually stop coming at all.
I did this with spiders, because fuck them