Traps!

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 […]

Unarmed Combat

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 […]

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 […]

Treasure room bug – New download

I found yet another critical bug in Release #6, all treasure rooms are empty! This takes one of the most exciting parts of the gameplay away. I therefore release yet another version of Release #6, but this time I call it #6A to distinguish it from earlier downloads. Saved games are not compatible with Release […]

Release #6 is Out!

Release #6 of The Ground Gives Way is now out! It is a fairly minor update and most of the changes are bug fixes and interface improvements. Some of the most important changes in this release: Improved inventory management. A new option for the colour of unseen squares. Crash bug at trainers fixed. Confirmation when […]

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 […]

The Manual is up to Date

The manual is now finally up to date with Release #5. Most of what is new there are things I’ve already explained in the blog. You might want to take a look at monster abilities and conditions for things that you haven’t seen. There are also sections for how to scroll the side panels and […]