Category: Development

Dual Wielding!

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 […]

Refactoring and Testing

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 […]

New Option and Scrolling Messages

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 […]

Full Inventory

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 […]

Development Continues

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 […]

Buff-wands are changed

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 […]

Autorunning

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. […]