Ok, so my current game is a dungeon crawling card game, I'll likely go into details of that at another time, but right now Im working on a supporting mechanic. My game has a leveling system as well as a system for upgrades, acquiring new heroes and other such stuff and it is all tied into developing a settlement for the heroes (there are narrative reasons for all of this). My issue is how exactly to do this.
My first instinct was simple, provide players a settlement board with spaces for buildings and let them build whatever they like. Buildings would require resources and you could use gold found in the dungeon to hire workers which then can be used in a worker placement system. Run dungeon-place workers-upgrades and gear-back to the dungeon.
To me, this all feels excellent as its quick and snappy and is a more involved method of unlocking upgrades as opposed to just leveling and a list of new stats and abilities, but Im concerned it will all feel superfluous and clunky, and worse, pointless as it is really just glorifying upgrade trees.
So my new position on it is a sort of best of both worlds. The settlement will be an upgrade tree. The base of the settlement board would be plain, with upgrades on tiles. On the backs of the tiles are the unlock requirements, the front is an image of part of the settlement They will be designed so they all match up and the settlement is created, effectively allowing players to place and build, but they are still slightly tied to a tech tree. It allows me to maintain the narrative, which is important to the game as well as keeping the personal feel of creating this settlement, whilst maintaining the functionality of classic tech tree upgrading.
My one sticking point is wheher I use worker placement again. It feels more auhentic go need stone and clay to build a house then just paying 5 gold or sumsuch, but does it feel clunky and unnecessary, baring in mind that this is meant to be a support mechanic to the main dungeon crawl game.
I'm interested in all of your thoughts on this please.
Thanks.
Aaah, I suppose I should explain, the player is technically above the action as a sort of overlord type. The dungeon runners are in the nature of recruits, mercenaries. The settlement is intended as a mechanic through which mew mercenary types can be recruited and all the mercenaries get stronger to allow them to move further through the dungeon. The players overlord character has unique powers and buffs to aid the mercenaries.