Okay, I realy need your opinions on this topic, so I ask that you all reply to this. Berserks combat engine is almost complete. But, as it is now, the game is quite repetetive, and has no replay value. Of course, this is mainly because of the lack of character advancement, and the fact that it's played on the same field. Now I need to make a decision where to head from now on. I had a major plan, but it will not be possible due to time constraints. Here are the possibilities, and the pros and cons of each of them:
1. The Massacre
This choice basicaly means that we leave the game as it is, adding maybe a random playfield (but stays the same till the end). Character development will be at the beginning, with multiple choices. Item and level-ups will be not present (or maybe yes? If so, in what situation?). The game is infinite, as more and more monsters spawn.
Pros: The easiest way -- for sure I'll be able to complete that. Also it will be most true to the feeling of the game that I wanted to achive -- a last stand of a powerfull human against the demonic forces -- with the battlefield turning completely red, and the player being swarmed completely. Also no need to implement the more advanced AI for handling buildings, and no need for advanced terrain generators.
Cons: Might be boring in the long run, especialy if no level-up and item respawn will be possible. Also the single playfield which will be quickly reduced to a field of corpses might not present any tactical challange in the mid- and late-game.
2. The Daycount
The game is divided into phases. Each phase represents one day of survival. Each day the battlefield changes, and the player levelups and restocks his items (not neccesary to max). Number of phases is infinite, the player will die eventually (or maybe make a final phase?).
Pros: Character development will be rich, and will provide a big variety. Easier to implement than the Campaign.
Cons: Some people may dislike the idea that each day they seem to be playing a "new game" and that they will die anyway. Harder to implement than the Massacre. Will need development of AI, terrain generators and advancement code.
3. The Campaign
This was the original idea after thinking about enriching the game. Theres an overworld map, on which you can only choose the next battlefield, but day after day you move closer to the Castle, where the Apostole awaits you.
Pros: Will add plot and strategy in choosing the path to the castle. Will be most interesting gameplay-wise. Also it's the only way to present the game with a positive ending.
Cons: The mood wont be as dark as I wanted to be, there wont be that feeling of a already lost desperate battle against fate. Most challenging to implement, and hard to balance correctly (the different paths). Lot work on AI, dungens and the boss level.
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In the future (after the initial release) I might decide to make each of these options available, as game modes.
I await your comments!