There will be a number of improvements in the user interface in v2.2. Descriptions in The Message Window The little description panel that monsters and items have that describes them is very small. There is a lot of other information that needs to fit there. In previous versions I have even enlarged the entire panel, […]
Month: February 2017
The Speed Attribute There are currently 20(!) different speeds in TGGW (i.e., the speed attribute can range between 1-20 for you and monsters). speed determines how many turns you have to wait before acting. Turns are divided into 20-turn segments, and within a 20-turn segment a character may act speed times evenly distributed over the […]
You may want to read part I before reading this. Ranged combat are seeing even more changes than melee. Let’s first look at how it looks now (v2.1.3): Your chance to hit in ranged combat is determined by your Missile attribute and the distance to the target. The exact formula is 50% + 10*(Missile – […]
As most of you know, the dungeon in TGGW is 15 levels deep. However, even with only 15 levels, the entire game looks very samey and monotonous. In v2.2 I’m introducing something very special… the dungeon will no longer look like it did. The dungeon is now divided into themed dungeon sections. I am not […]
I have been doing massive changes to the basic combat mechanics the recent months. This is the first part where I talk about melee combat. In later posts I will talk about missile combat and magic combat respectively. Why? I want TGGW to be a complex and rich game while having extremely easy and understandable […]
Release v2.1.3 is now out. It has a few more bugfixes and one change to NPCs. NPCs moving around really didn’t create any interesting situations and having them disappear and turn up just made it harder to keep track of. NPCs will no longer move and new ones will not spawn. They might still disappear, […]