I have worked on the next version of TGGW in silence for a while. Without spoiling too much, I have a lot of plans that I’m excited for in the next version, most of which has been implemented already. I am in the process of testing thoroughly what to include and not. The first thing […]
Category: Game Design
v2.6 is very nearly done and this is likely the last blogpost before the release. If you are interested in trying it out to give some early feedback on v2.6 before the official release (which will probably be in the second half of January) you can find it at the downloads page. The properties of […]
The way theivery works in v2.5 is a bit problematic, and I have identified the following problems: Some players feel that thievery builds are more powerful than any other build, to the point of trying to go for thievery builds whenever possible. Some players feel that thievery builds are too hard to get get going […]
The idea of censers/meditations was to introduce a new build archetype for more healer-type characters that can use protective and healing chants while giving up on sharp weapons and have a little of a conduct. I still like the idea, but the implementation didn’t work out great. Here are some problems: It is very easy […]
Sorry for the few updates… development is still going on but quite slowly. I thought I’d give a small update on what is in the works. One of the things that are changing in the next version is how magic works. Spell Resistance So far, spell resistance has been connected directly to your current max […]
I’ve uploaded yet another dev version (E), (changelog) getting closer to release but still not quite there yet. The main thing is that I’ve changed slime. Slime I have been dissatisifed with how slime works for a long time. I have finally come up with a solution I find satisfactory. The reason I wanted slime […]
I’ve uploaded a new development version (D) on the downloads page, see the changes here. The biggest change in this version is the inventory management system that is described in this post. Improved Inventory Management There were some of bugs related to full containers in the last dev version of v2.5. The bugs were actually […]
v2.5 is finally getting finished, almost a year after v2.4. The delay is mostly because I had two quite long breaks from development this year. One during summer and one during winter, with focused development periods in the spring and fall. In this post I will summerize some of the changes that I haven’t got […]
Yet another change to weapons is the introduction of martial arts weapons. Martial Combo Martial weapons are connected to a new effect called martial combo. This effect is useful and necessary only when you have a martial weapon equipped (see next section). The martial combo effect earns you automatic extra attacks simiarly to what dual […]
I just wanted to post some little quality-of-life improvements that makes the game experience a little bit smoother in v2.5: Ep Regeneration Ep has been a bit fiddly to manage since Ep regeneration have been depending on how much food you have at the moment. At first I thought that made it more interesting to […]