See also: part 1 and part 3. In part 1 I wrote about how I am working on a new system for monsters and that the first step is to make it more transparent by revealing all attributes of monsters. In this part I will explain the new magic system of monsters. This new system […]
Category: Game Design
See also: part 2 and part 3. As I alluded to in the previous post, the next release of TGGW features a major overhaul of monsters. In the previous releases there have been a few problems that have always been nagging me, but I haven’t had any direct solution to them. Fortunately, I have come […]
This is most likely the last blog post before the release. I am still testing and fixing some minor bugs, but the release will hopefully be released before the end of September! I have even started to update the manual to the next release (not finished yet, but you can have a look if you […]
Sorry for not posting something in quite some while. I have been busy with a few other projects as well as had some time off the game during the summer, but now I’m approaching development again. I had quite a lot more planned for this release but I am starting to feel that I want […]
Yet another complete rework of the mechanics will be available in the next release (I’m on a roll!). In general, what I am trying to do with these changes are to diversify the gameplay of TGGW by incorporating the gameplay of classic RPG classes (warrior, thief, mage, monk, ranger etc.). In previous posts I have […]
One of the main concepts in TGGW is that you improvise your character build through the equipment you find in the dungeon. I have tried to incorporate all the classical types of gameplay classes in the equipment (mage, thief, warrior/barbarian, archer, priest). However, there’s one (well, at least) class that haven’t been quite represented: the […]
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 […]
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 […]
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 […]
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 […]