First a short progress report: Release v2.3 is getting close. I will probably try out a new release procedure this time: One or two weeks before the official release of v2.3 I will put out a beta/test version here on the webpage to collect bugs and feedback about the new mechanics before the official release. […]
The Problem with Poison I have intended to change to poison mechanics for a long time. The current system has a few problems associated with it, both when used against the player and against a monster. On the Player When the player is poisoned it means you have to rest, use a consumable or slowly […]
The Problem With Armour and Resistance I quite like the idea of how armour and elemental resistance work in the game. But I don’t quite like how it works out in practice. The idea is that if you have x% armour (or elemental resistance), then every point of damage will be rolled against x% and […]
It has been a while ago since the last post. Development has been a little slow lately, but I am working towards the next release. I thought I’d tell you about a new interesting feature. New Merchants I have rewritten merchant mechanics from scratch. Not that it was anything wrong with them before, but I […]
I have fixed some important bugs in the latest release, so please re-download. Saves should be compatible with v2.2 so you can unzip in the same folder. Changelog
This is a big release with many changes. The biggest changes are: The dungeon is now divided into themed sections [post] There’s an optional mid-game milestone. Combat mechanics have been greatly simplified [post, post] Speed has been reworked [post] Magic has been reworked [post] Improved user interface [post] Visible traps [post] Credits Thank you very […]
I am currently working on finishing up v2.2. The game is currently under testing. This is probably the last blog post content-wise about v2.2. I don’t dare to set a date for v2.2 yet but I aim to release it sometime in late April/early May 2017. Introduction You may want to read part I and […]
In v2.1 I introduced bumpable stairs. This was for two reasons: first of all it is more convenient to just bump the stairs but the most important reason was because it made the space key ambiguous while standing on stairs. Sometimes you wanted to wait and sometimes you wanted to descend or ascend. The new […]
The Problem with Traps This section is mostly a background to traps in roguelikes, if you just want to read about the changes I’ve made in TGGW you can skip to the next section. Traps are a common but lately quite controversial feature of most roguelikes. Traps in roguelikes have been standard for a […]
There will be a number of improvements in the user interface in v2.2. Descriptions in The Message Window The little description panel that monsters and items have that describes them is very small. There is a lot of other information that needs to fit there. In previous versions I have even enlarged the entire panel, […]