They pretty much already made one.
Afterlife. Haven't played it? Shame on you. (Although it's closer to a Hell Sim than a Hell Tycoon.)
On Dungeons:
http://gamescom.gamespot.com/story/6274181/dungeons-impressionshttp://gameinformer.com/b/news/archive/2010/08/19/drain-heroes-souls-in-kalypso-s-dungeons.aspxhttp://www.bit-tech.net/gaming/pc/2010/08/19/dungeons-preview/1At this point I feel like this thread has the wrong name. This is turning out to be much different than dungeon keeper.
So here's how this works:
Heroes enter the dungeon with no soul energy.
They have needs.
Fulfilling these needs increases their soul energy.
When their soul energy is high enough, THEN you send your baddies or yourself after them to capture them for harvesting.
It sounds like a tough balancing act. You have to provide heroes with...
-Gold to fill their pockets. This means you have to build treasuries for the express purpose of them getting gold. (I assume you fill them with gold taken from slain adventurers.)
-Objects and rooms of interest to satisfy their individual needs. (Libraries for wizards, ect...)
-And monsters to kill to satisfy their blood lust.
It sounds like a very delicate balancing act. As one review put it, too many monsters/gold or objects of interest too early, and heroes become overly satisfied and wander too deeply into your dungeon, or they get slaughtered before they've built up enough soul energy. It's not clear whether they pack up and try to leave your dungeon, ala Evil Genius agents.
So it sounds like Dungeons will require a totally different mindset than DKII, both for playing AND for dungeon design. What I like is this basically will ask you to design CLASSIC dungeons, both from a good guy and a bad buy perspective. From the good guy perspective, you want a dungeon that "fun", interesting, not too challenging, but distracts and entertains heroes so they avoid your critically important areas. From the bad guy perspective, your dungeon has to be both offensive and defensive, and how it's designed, a lot like Evil Genius, will have a huge impact on how the game plays out. It should be confusing for heroes, but streamlined for your own needs. I really hope they think this one through and give us the right tools to control dungeon access.
Even as the game slips farther and farther from DKII, I don't find myself less interested. The margin for error (i.e. this shit isn't fun) is slowly ramping up, but so is the potential for a new take on an old classic that really invigorates the whole dungeon sim genre. Because as has been said by a lot of people here, DKII definitely has some dead end game play. Dungeons seems like it's got way more focus as far as what the whole game is about.