Been watching videos on CDDA for a good few months and just got into playing myself a few days ago when an Idea struck me: recreating the mystery dungeon system from Pokemon/Shiren The Wanderer in CDDA.
The what’s-what:
-A mystery dungeon is any single, isolated area that, once entered, cannot be exited unless fully explored to the final floor (be it above ground tower-like structures or underground cave complexes), can be re-entered any number of times after it is completed, and has its layout completely change each visit.
-Floors in mystery dungeons consist of rectangular rooms connected by single-space wide corridors in a somewhat maze-like fashion, with a single room having the stairs that lead to the next floor.
-Once you go to the next floor, you may not return to the previous floor and must push on.
-Floors are populated with constantly-spawning monsters that appear in rooms the player is not currently in, and wander the floor until they encounter the player.
-Floors also have loot and useful supplies randomly distributed in the rooms on the ground and possibly trapped within the walls, as well as ground-based traps if the dungeon is in a dangerous enough area to warrant it, and these loot/trap spawns are reset upon each visit.
-Floors may have hidden rooms contained behind walls, rooms locked with special keys, and possibly shopkeepers who purvey some items to the player. Items in these rooms and shops are typically valuable or of considerable use/power.
-Players cannot spend too much time on floors, as there is a mysterious force that will cause the player to fail the dungeon (or possibly die in CDDA’s case) if they take too long getting to the next floor.
-Mystery dungeons may carry a particular “theme” about them, such as a mossy and overgrown cave that could be home to Triffids and Fungi, or a Lab filled with broken cyborgs and experiments, or be entirely random mish-mashes of loot pools and monster types.
-Mystery dungeons may have floors ranging in the tens all the way up to a maximum of ninety-nine.
The why bother:
I am not wholly certain how loot and monster spawns in CDDA work quite yet, but I’m under the impression that it is a system of finite-spawns (barring hordes) that requires the player to travel out in search of more resources if they are not planning on subsisting in one area using crops and the like, and I believe Mystery Dungeons may offer another option or entirely new path of potentially lucrative, albeit quite risky, gameplay. Since Mystery dungeons reset their layout and loot each successful visit, they present the possibility of limitless amounts of loot and supplies, balanced with the considerable risk of death presented by numerous possible threats and pitfalls the player may encounter inside them, as well as the fact that there is no turning back once they are entered.
The “but does it fit”: In Pokemon’s interpretation of Mystery Dungeons, they are described as locations suffering from some localized adverse temporal, spacial, or dimensional anomalies that affects and destabilizes their structure, drives their denizens insane, and seemingly plops beings and items in random spots. I feel these concepts would fit right in with CDDA, considering all the allusions and references to strange temporal and dimensional tears leaking otherworldly beings in, I’d say this concept would be right at home.
I only covered the basic structure of mystery dungeons, and I have no idea how the system would be implemented if it were since I have no experience modding/coding the game, but I’m open to explain in further detail and discuss the concept and the possible ways to adapt it to best fit into CDDA.