This is the final post in the series of the new monster system. In the part 1 I talked about how all attributes and effects of monsters will be visible, and in part 2 I talked about a new magic system for monsters. In this final part I will talk about how monsters will attack […]
Category: Development
See also: part 1 and part 3. In part 1 I wrote about how I am working on a new system for monsters and that the first step is to make it more transparent by revealing all attributes of monsters. In this part I will explain the new magic system of monsters. This new system […]
See also: part 2 and part 3. As I alluded to in the previous post, the next release of TGGW features a major overhaul of monsters. In the previous releases there have been a few problems that have always been nagging me, but I haven’t had any direct solution to them. Fortunately, I have come […]
Release #7 has been out for a bit more than a month now and I hope you have been enjoying it! It seems to have found quite a few new players as well, most likely thanks to the really nice review in rock paper shotgun. The game was downloaded 1000 times in the first week! […]
This is most likely the last blog post before the release. I am still testing and fixing some minor bugs, but the release will hopefully be released before the end of September! I have even started to update the manual to the next release (not finished yet, but you can have a look if you […]
I’m really happy to announce that Release #7 is now finally nearly finished (most likely not more than in 2 weeks). This will be the biggest update to the game I’ve done so far (and the longest delay so far…). I will now enter a testing phase and make sure everything works as it should. […]
Sorry for not posting something in quite some while. I have been busy with a few other projects as well as had some time off the game during the summer, but now I’m approaching development again. I had quite a lot more planned for this release but I am starting to feel that I want […]
It was a long time ago I posted something, so I just wanted to give a small status update. First, I would like to mention that The Ground Gives Way has now been out for a little more than a year now (Release #1 was released on 20th of June 2014), and so far it […]
Yet another complete rework of the mechanics will be available in the next release (I’m on a roll!). In general, what I am trying to do with these changes are to diversify the gameplay of TGGW by incorporating the gameplay of classic RPG classes (warrior, thief, mage, monk, ranger etc.). In previous posts I have […]
One of the main concepts in TGGW is that you improvise your character build through the equipment you find in the dungeon. I have tried to incorporate all the classical types of gameplay classes in the equipment (mage, thief, warrior/barbarian, archer, priest). However, there’s one (well, at least) class that haven’t been quite represented: the […]