You may want to read part I before reading this. Ranged combat are seeing even more changes than melee. Let’s first look at how it looks now (v2.1.3): Your chance to hit in ranged combat is determined by your Missile attribute and the distance to the target. The exact formula is 50% + 10*(Missile – […]
Category: Game Design
As most of you know, the dungeon in TGGW is 15 levels deep. However, even with only 15 levels, the entire game looks very samey and monotonous. In v2.2 I’m introducing something very special… the dungeon will no longer look like it did. The dungeon is now divided into themed dungeon sections. I am not […]
I have been doing massive changes to the basic combat mechanics the recent months. This is the first part where I talk about melee combat. In later posts I will talk about missile combat and magic combat respectively. Why? I want TGGW to be a complex and rich game while having extremely easy and understandable […]
First a few words about my current plans. I plan to release yet another small bugfix release v2.1.2 (hopefully during December) which fixes some more issues that were missed in v.2.1.1. After that it will probably take a while before v2.2 is out, as I’m planing quite huge changes for that release. Unconscious Monsters When […]
This is just a quick post about miscellaneous news in v2.1 which is to be released in early November. Flanking v2.1 will have a new contextual, player only status. Whenever you are adjacent to more than one monster you are flanked. When you are flanked you are attacked from more than one direction and consequently […]
I am almost done with v2.1 already! I’m testing it right now and plan to release it in about a week if I don’t find any major problems. It is mostly bug fixes, but the list of changes is actually quite long. There a few gameplay changes as well. Below you can read about one […]
Just a quick post about an important change in v2.1. As those who is familiar with the game probably knows, the dungeon can sometimes generate unwinnable situations in form of large portions of water, lava or an obstacle which the character cannot overcome. I have always been personally ok with this, which I also justify […]
The next release is finished in the sense that I am not going to add anything more to it. I am currently testing it with the help of some friends, and there are still some bugs that I am trying to fix. I plan to announce a release date very soon (the release date is […]
You may want to read part 1 and part 2 before reading this. In this post I will talk about yet another aspect of energy points. New Item Category: Tools There is now a new category of items known as tools. Tools are items that you can use from the inventory by selecting them in […]
In this post I will talk a little bit more about the new identification system. As I wrote in part 1, you can now identify potions, scrolls and wands at will by spending energy points. This makes identification much less of a hassle, but it also slightly removes the feeling of mystery when finding something […]