In the next release it will be possible to dual-wield weapons. In most roguelikes dual wielding has a lot of restrictions; the attack sequence may be slower than normal and/or the offhand attack may be less accurate. However, for dual wielding to fit into The Ground Gives Way’s design and simple mechanics I have decided […]
Category: Development
When I started programming on The Ground Gives Way some time before 2009 it started mostly as an experiment. In fact I first started on an over-ambitious Roguelike, then I started on an under-ambitious Roguelike (too simple, not fun enough) and finally I made The Ground Gives Way. It has grown quite organically and it […]
Release #6 is about ready, and I will now be entering a phase of testing. The release will be fairly minor compared to what they usually are. There are mostly bug fixes (including some unfortunate crash bugs introduced in Release #5), balancing and making the interface smoother. Some of the changes: Inventory Management As I […]
For the later half of the game your inventory will typically be full. The interface gets a bit clunky when your inventory is full. Sometimes you need to temporarily drop items in order to pick new ones up and equip them. This is something that quickly gets annoying so I have changed this functionality. When […]
I’ve been having a break from development since the previous release. I’m now returning to development and will be making plans for a sixth release. First I will make sure the manual is updated to release #5 (there are still some inconsistencies and old screen shots). Then I will collect the various bug reports I […]
Some of the wands in the game increase your attributes at the expense of temporary draining your max-mana. The original intention of such wands was that you should not be able to buff your attributes to extreme values by restoring your mana and keep buffing (the mechanics was inspired by Incursions way of handling buff […]
This is just a quick post showing what I’ve been working on lately and that will show up in Release #5. The new release will be pretty different from the previous ones in many ways, mostly because of the recent changes. But there’s a lot more coming: Ranged Combat Targeting Since the ‘range’ attribute has […]
The Ground Gives Way is getting darker and scarier. In the current development version I have done as I previously mentioned: removed the “range” attribute and replaced it with a “light” attribute. The results are quite promising! Field of Vision In Release #4 and before, your field of vision was unlimited. Your vision was blocked […]
I am thinking about changing some of the gameplay aspects significantly when it comes to field of vision and ranged combat. As you may have noticed, the “range” attribute is currently fairly useless. Since ranged combat decreases in accuracy by a full 10% for every square of distance, you are not going to be that […]
In release 1-2 you could run in corridors by pressing space. In release #3 I have improved on this so that you can run anywhere. I have implemented this a bit differently from other roguelikes so I thought I’d explain why. Autorunning by Space You run just like in the previous releases by pressing space. […]