I am designing shops for my game where players can buy equipment and I'd like to hear opinions for this system. My idea is to have something like shops in D&D games and Diablos.
- Range of weapons with bonuses found in dungeon is -2 - +2. Players could buy +0 version of any weapon.
- Players can buy the items which are available for loot at the time. More is added to shop when player gets deeper into the dungeon.
- These shops would have every base weapon and armor in the game.
The problem I would see with this set up is that it effectively makes items obtained as loot interchangeable (assuming you can sell things, which you don't say anything about). If all items are the same as their exchange value in stores (because stores will sell you anything you can find in a dungeon), then you might as well generate only gold in the dungeon with the same evolution of item availability with player progress.
So my questions are:
- There are class restrictions. Should fighter see spellbooks?
- Is this system making the game too easy? The main idea is to get gear upgrades if player cannot find any in the dungeon.
re: 2, yes, very likely it will make the game too easy, but that's not what I would worry about. I would worry that this system incentivizes grinding/scumming behavior. It's all just a matter of hauling enough crap out of the dungeon to buy the next weapon. It also sounds like item progression will be so linear as to be uninteresting. If you're worried that people won't find gear upgrades in the dungeon, adjust your drop rates to fix the problem.
I don't know if the following is useful to you, but let me say it anyway: If you're thinking about structuring your shops around the idea that players will not be able to consistently collect the things they need from your dungeons, this suggests to me one of two problems. The first is that you may have had bad experiences re: getting the right stuff in roguelikes as a player. In this case, I would say this isn't as big of a problem in the actually good roguelikes (e.g. the better known ones) as you might think and you shouldn't worry so much about it. The other possibility is that you're not confident that you'll be able to tune your loot dropping code appropriately. If that's the case, then you should make it easy to adjust the numbers in your code and run loot simulations based on reasonable expectations of what players will have encountered at certain stages of the game. That will enable you to tune your system until you can be confident things will work out consistently.