One of the most important strategic decisions that the player has to make is deciding when to rest. There are quite a lot of things that happen when you rest. Around midgame you typically have to go through a mental checklist before you decide to rest. You look over your remaining food, if you have […]
Category: Development
v2.3 introduces a new set of interesting behaviours among monsters to make them feel more alive and interesting. Talking Monsters You will find that some of the intelligent monsters will occasionally speak to you (and they will not generally say nice things…). While this is mostly for pure flavour/immersion, they will sometimes reveal information that […]
First a short progress report: Release v2.3 is getting close. I will probably try out a new release procedure this time: One or two weeks before the official release of v2.3 I will put out a beta/test version here on the webpage to collect bugs and feedback about the new mechanics before the official release. […]
The Problem with Poison I have intended to change to poison mechanics for a long time. The current system has a few problems associated with it, both when used against the player and against a monster. On the Player When the player is poisoned it means you have to rest, use a consumable or slowly […]
The Problem With Armour and Resistance I quite like the idea of how armour and elemental resistance work in the game. But I don’t quite like how it works out in practice. The idea is that if you have x% armour (or elemental resistance), then every point of damage will be rolled against x% and […]
It has been a while ago since the last post. Development has been a little slow lately, but I am working towards the next release. I thought I’d tell you about a new interesting feature. New Merchants I have rewritten merchant mechanics from scratch. Not that it was anything wrong with them before, but I […]
I am currently working on finishing up v2.2. The game is currently under testing. This is probably the last blog post content-wise about v2.2. I don’t dare to set a date for v2.2 yet but I aim to release it sometime in late April/early May 2017. Introduction You may want to read part I and […]
In v2.1 I introduced bumpable stairs. This was for two reasons: first of all it is more convenient to just bump the stairs but the most important reason was because it made the space key ambiguous while standing on stairs. Sometimes you wanted to wait and sometimes you wanted to descend or ascend. The new […]
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, […]
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 […]