Systems: Game Loop: After Every Dungeon. you get set in the hub. In the hub there is an npc that brings you to the world Map. on The world map you can choose a stage. Could be a normal Stage or a Story Stage where you only encounter the story, maybe not even free movement there. (Will be marked as story and can be skipped, Maybe just some text to read like a book depending how much ressources we want to put into the story.) In a normal Dungeon you can leave by dieing, finishing the stage or leave it in the esc menu. Monster Kills in a Stage needs to be tracked. Exiting a Stage, independed what made you exit it, gives loot for killed monster. A finished stage gives a stage specific bonus. Gear: - Weapon and Armor Crafting - Weapon and Armor enhancing (+0-+10) - Armor Set Bonuses - Accessory dropps from bosses with randomized stats inside of a specific range (z.B. a ring that can roll between 10 and 20 Atk) - Stat max rolls of Accessorys should be displayed in a different color to showcase that its a max roll. - Legendary Modifiers on Accessorys in Post game (Depending on what modify it could be some baseline stuff like +MoveSPd or something that modifies a skill) - Consumabels (Hp Pots, Mp Pots, short duration buffs) => Consumable Loadout needs to be set up before entering a dungeon. => Amount of Consumables you can bring will be lower then the amount you can overall have. Chapter Specific Unlock - Every Story Chapter has 1 side boss that unlocks something new. - Chapter 1 in addition unlocks the Blacksmith after 1-2 - Chapter 1 side boss unlocks an npc to craft consumables - Chapter 2 unlocks a Jeweler => you can melt accesories to get ressources to "repair" your acceosries = you increase the stat rolls => cant exceed max roll this way. Just a way to grind your way up if you are unlucky with stat rolls - Chapter 3 ??? (Maybe the Legendary Modifier mechanic from Post game gear will be used here instead if i dont find another idea i like) - Chapter 4 "Hero Soul Infusion" (Name may change later) => Allows you to unlock a 4th skill from the other class that uses the same weapon type. => Maybe locked behind a second boss fight where you fight a shadow of that class. Would mean 6 additional boss fights though of which you only encounter one of them in a normal playthrough. So that idea may gets dropped. => Skill will be exchangeable at an NPC in Town. - Chapter 5 - Randomized arena => You fight waves of enemies from all chapters. => Each wave a buff stacks up that increases the strengt of the enemies. => earn a special currency that allows you to buy small upgrades for specific biomes. (Buff is active outside of this endless survival arena aswell) => there are 5 arenas of the biomes of the 5 chapters which randomly change (or stay the same) every 5 waves. (Therefore you cant snipe a specific Biome where you got the biggest buffs for) Hub - Hub will have an NPC to bring you to the Stage select Map / World Map - Hub will have additional NPCs for all the Additional Chapter specific Unlocks - There will be traveling merchants that sell consumables or over priced Materials from Monster dropps. What get offered will change around at random after every stage - Money can only be received by Selling dropps to the merchants.