Various notes on the prospective game Dungeon Delver for purposes of future development.
Each doorway downwards is, aside from being obscured by shifting dungeon walls and traps, blocked by a chain forged of a glowing metal (the color depends on the last person to activate the Godstone). Each chain is guarded by a Boss Monster that is tougher than ordinary monsters, and until the Boss is defeated, explorers cannot reach lower dungeon levels or teleport to the dungeon level the chain is on.
As the Chains are broken and adventurers descend further, the powers of the dungeon are slowly unlocked, and on the lower levels stranger occurrences begin to happen. The reigning God of the dungeon gains more powers to obstruct people's descent, and the monster attacks on Duergoth become more frequent as more monsters are freed to head up through the levels.
Delver is unique in that it uses an internally regulating wandering monster system that allows monsters generated on lower floors to make their way upwards to higher levels and eventually attack the town itself. While the town is under attack, nobody can enter the lower levels of the dungeon (including by teleport) until the entry levels have been entirely cleared of monsters and monster nests.
Wandering Monsters have behavior settings that control their general behavior and reactions to environmental stimuli. They move, form groups, colonize areas, build new monster nests to generate more of their kind, and gradually move upwards as they are liberated from their entombment. (Nice job breaking it, heroes.)
The Entry Levels consist of the first ten levels of the dungeon - these are automatically unlocked at all times, and serve as a training ground for new players. Special rules apply in these levels for players in Training Mode in particular, as well as for high level players during a Town Seige.
During a Town Seige, many of the upper-level side businesses close up shop, and warnings are broadcast everywhere regarding the pressing monster threat. In the event that monsters reach 'Dungeon Level 0', they may even begin attacking villagers on the streets and damaging businesses.
Upon first creating a character, players are marked as in Training Mode - this provides a few safeguards and protections, and makes advice and help easily accessible until a player decides or has proven he no longer needs it. It offers access to the Training Quest Line, which gives small starting rewards while showing the user the ropes; explains current events (and why the player is currently immune to them) if something big is going on in the background; helps a player get their character outfitted with necessary gear; introduces the Quest system and Treasure Hunt system; explains combat and training; and otherwise gives the player the info they need to hopefully become a long-term player.
Godsparks are special units of power earned by players as their characters advance and grow in strength, or in exchange for monetary donations to the well-being of the game. A Godspark is worth approximately ten cents in direct trade (or in other words, you can get 100 Godsparks for $10), with occasional promotions that would make the exchange rate closer to 1 GS / 5 cents if purchased directly.
Godsparks can be used by players for a number of things:
Silver Showers - Reward a character with a shower of silver coins! Immediately give a character 1000 x their current level in Silver coins; most characters start with 100 silver coins.
Attribute Boost - Increase available attribute points by 5 by spending 10 Godsparks.
Skill Boost - Increase available skill points by 10 by spending 12 Godsparks.
Heroic Fury - Increase your combat capabilities by 20% for one day by spending 5 Godsparks. Stacks with all other modifiers.
Champion Fury - Increase your combat capabilities by 50% for one day by spending 10 Godsparks. Stacks with all other modifiers.
Epic Fury - Increase your combat capabilities by 100% for one day by spending 15 Godsparks. Stacks with all other modifiers.
Heroic Drive - Increase XP and skill gains by 20% for one day by spending 5 Godsparks. …
Keen Insight - Instantly reveal all about one player for 3 Godsparks.
Temple of the Forgotten One - Trade Godsparks for legendary weapons and equipment. 100 Godsparks ($10) can get you a powerful tool indeed! (Access epic gear early and/or special equipment not otherwise available in stores.)
Unlockables: Unlock things that usually require certain criteria by spending Godsparks for the privilege. You could go get five Bear Asses, or you could pay ten Godsparks and skip that quest.
Epic Challenges: Think your normal quests aren't awesome enough, or want to challenge some new territory? Unlock the Epic Challenges for a small Godspark fee!
Player's Lounge: You unlock this with Godspark points - as part of the tutorial, in fact, on reaching level 10. It costs 5 Godsparks to unlock.
Psychotronic Cannon
This cannon is 'charged' using telepathic energy, with the strength of the blast relying on the willpower of the user. The weapon builds energy by feeding off of the user's mental projections, then releases it in a single powerful blast.
The Recycler
The Recycler disassembles items you don't want in order to get at their raw resources. The efficiency rating is from 1% to 50% of the total resources needed to make the original item. Recyclers are a vital part of keeping Delver Dungeon clean of refuse and junk – one person's junk is another person's vital resources, after all, and resources allow players to build their own items on the surface.
The Workshop
Allows you to use resources to make items which you can then use or sell to other players. The general store in town sells better stuff as you get stronger, but some of the best items can only be made here in the Smithy, and you need to do work on lesser things before you can learn to do the greater ones.
You start your Delver career without property, but can purchase a tract of land and begin developing it into a place to live, work, and build.
Filter Mask: The HUD display shows how long you have before you need to change filters. (Technically, you have some extra time – but it won't tell you specifically how much, and it's slightly random.) Breathe in with a bad mask, and expect to start taking poison damage. likewise, the mask itself can be damaged in combat…
Air Mask: This mask connects to air tanks so you can breathe in oxygenless areas.
Oxygen Meter – how long you have before you run out of air. when out of air, you start taking cumulative damage until you run out (1 point, then 2 points, then 3, etc) or get to an air supply.
Limit Breaker: When this meter maxes out, you have a brief period in which you are suitably more awesome.
Beta Test Baddie:
Intentional Safeguards to avoid suboptimal performance - assume everything is possible and plan accordingly. Like the Chris Houlihan room from Link to the Past, default monster treasure in Final Fantasy III, etc.
Lab Arc Construction Team is glad that you have taken the initiative to discover this zone. However, we believe it is fair to inform you that this area is incomplete and that your very existence may be radically altered if you step outside of the universe on accident. If you are inadvertently stuck in this space through no fault of your own and cannot figure out an exit, this would be a good time to report this message and what actions you were taking prior to seeing this so that you can escape intact.
Well, then. You've been warned. Don't send me emails!