This is probably the last post-series before the next release. I will in three posts describe the biggest change of the next release. This concept have been devised through discussions mainly with hedoNNN but also Kyzrati. It is my ambition to solve the following problems: Free equipment swapping (tedious, not logical and a bit too […]
Category: Game Design
With the new release coming there are so many changes that huge parts of the tutorial needed to be rewritten. I have taken this opportunity to completely rewrite the tutorial system since the current one has a few problems: It is long and can be tedious for some players (11 levels that needs to be […]
The current mechanics for open and closed combat are quite fuzzy. Both of them give a malus/bonus depending on how many walls are near you, both diagonally and adjacent. These were actually some of the first effects added to the game and came from a time before the game used taxi cab geometry. Open/closed combat […]
I am a fan of simple-to-understand rules. In the next release you will always be either in exploring mode or combat mode. The Modes You are in exploring mode whenever you are not aware of any awake monsters around you, that is: you cannot see or hear any awake monsters. Detecting monsters don’t count. When […]
I just wanted to share how the recent changes to the game have made monster behaviour a lot more interesting. The Goblin Archer In a recent game, I just exited a level through the downstairs and ended up in a room cornered with small braziers. Since I was standing in the light of the braziers, […]
You may want to read the previous posts in the series about light and noise before reading this: part I, part II. Information The game is getting more complex for each release, and I want the game to still clearly communicate what happens. In the new release you will clearly be able to see when, […]
You may want to read part I before reading this. Dungeon Lighting (finally) gets Intuitive As you might have noticed in release #5-7: some rooms are lit up and some are not, and I’m not talking about the “brightly lit rooms” or “darkness”. It is just that some rooms have all tiles lit and some […]
This will be another mini-series of posts about a reform in light and sound in the dungeon. The Light Attribute Changes Name (again) Now when monster attributes are fully visible, it makes sense to make all monster attributes matter in the same way as they do for the player. Previously the monsters’ noise and light […]
I realised I haven’t updated the blog for more than two months now. I am still working on Release #8. Progress is slow but steady right now. There are really a lot of changes so I still cannot predict when it will be done. Inventory Space I’ve always been a fan of small inventories in […]
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 […]