Game Design

=Dungeon Delver= Party of up to four? people assault a dungeon, sneaking past or battling monsters, opening doors and chests, defeating or using traps, using items, spells, skills, melee and ranged attacks. Game is "semi-core": defeated characters are captured, and can be found in later runs by new characters. Semi-procedural maps, as you will have to visit old maps to find captured characters or clues to their new whereabouts. Townspeople can also be found, to rebuild the hamlet at the top of the dungeon, providing new possibilities for the party. Game is single player at first, but may be expanded to multiplayer, where players divide the party slots betwen them. Players may switch between members of the party, or give orders (open door, chest, take item, walk there), and will automatically attack monsters when the monsters notice you (run-limited attacks being controlled by the player). Ultimately, your goal is to reach the random boss of the dungeon, cleansing the dungeon of evil. But there is always one more dungeon to delve into. The bosses are mostly randomized, but there (at first) one overlord to vanquish. =Core= Fight the monsters, beat the bosses, and finally defeat the overlord and vanquish him. =Core loop= Go into dungeons and gain XP and loot, find captured prisoners, retreat when done (or get captured). Visit new locations in town, upgrade everything (weapons, items, armors, jewellery, locations), head down again. Finally, cleanse the dungeon and move on to the next dungeon here or somewhere else. =Feature Sets=

Loot
All loot can contain run-limited abilities.

Weapons
Provide spells. melee and ranged attacks and bonuses. Bought and found.

Items
Provide abilities. Bought and found.

Armors
Provide protection and movement powers. Bought and found.

Jewellery
Provide abilities ===Tomes For learning out-of-class Abilities permanently. Found.

Prisoners
Provide new locations in town.