Episode 3: Game Scaling – Gear System 2.0. series

This document presents a new Design iteration around the Gear System of Curse of the Dead Gods. In this third and last episode of our series, we'll focus on Game Scaling.
Tactics over randomness
Skill learning is the main factor in our vision of the players’ progression. Players must progress in their mastery of the game and get excited to dig further. We must keep this aspect at a higher level and, of course, fully reward it.
Tactics come in second, and blends naturally with Skills that the players acquire. We have to let the players be "smart" in their choices: Resources management, map navigation, choices on what Gear to get and what synergies to build, etc. Those crucial choices make a real game impact.
Randomness is essential to reshape each run, and get this exciting feeling of “What will I get this time?”. It must always be integrated to create renewed situations. However, Randomness shouldn’t come to a point that players lose all control over the game and let “luck” determine whether a run will be exciting or not.
→ « Let the player shape the game, not the game shape the player » - Anonymous Lurker quote
Scaling after each Champions & Bosses

To properly handle the new Gear System, we need to add scale to the game. In the current Alpha, there is no scaling implemented. Meaning weapons, enemies, damage, health, etc. are all the same from the start of the Section to the end.
Different elements will support the scale to fit the players' progression and always encourage them to empower themselves:
- Gear Items (Weapons & Relics) are added a new LEVEL parameter. Gear can use its LEVEL to index variable values so the same item Level 1 or Level 10 will bear very different power potential.
- Weapons’ Base Damage: Base Damage of Weapons are indexed by the Weapon’s LEVEL
- Relics’ Affixes: Scalable Powers are indexed by the Relic’s LEVEL
To fit the players' progression, adversity has to level up to always propose a fair challenge. Level upping the adversity will cause players to oscillate between moments of weakness (right after the level up) along with a great need for empowering and moments of power (right before the next level up) where players are at their full potential (Champions and Bosses Fights).
Scaling after each CHAMPION and BOSS is defeated (Sub-section cleared) will make these changes:
- Enemies Hit Points: Same enemies become more resistant
- Enemies Damage: Same enemies deal more damage
- Traps Damage: Same traps deal more damage
- Gold Offerings Prices: Better Gear is proposed at an increased Price
- Looted and Sanctuary Items: Found Items have increased LEVELS
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Thanks for reading and playing!
We hope you enjoy those new ideas and this series! Those features are not implemented in the game yet but should be a part of an upcoming update. If you have any feedback or question, drop a comment in the comment section below.
This was the last episode of the New Gear System 2.0. series. We will soon start another one that will dive into Permanent Progression. Stay tuned!
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