The Speed Attribute There are currently 20(!) different speeds in TGGW (i.e., the speed attribute can range between 1-20 for you and monsters). speed determines how many turns you have to wait before acting. Turns are divided into 20-turn segments, and within a 20-turn segment a character may act speed times evenly distributed over the […]
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 – […]
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 […]
Release v2.1.3 is now out. It has a few more bugfixes and one change to NPCs. NPCs moving around really didn’t create any interesting situations and having them disappear and turn up just made it harder to keep track of. NPCs will no longer move and new ones will not spawn. They might still disappear, […]
I decided to start a subreddit for The Ground Gives Way. All you have to do to join the discussion is to create an account on reddit if you don’t already have one and subscribe to r/thegroundgivesway. You are of course still welcome to post as much as you like on my blog posts on […]
I’m delighted to announce that this website just reached a thousand comments! This is a great milestone and I am really happy that the game is being discussed so much, that you report bugs and give ideas and opinions about the game! Thank you all very much 🙂 Because of this high volume of discussion […]
This is just a small release that fixes some of the recently reported bugs and some old ones. There’s also one change to gameplay for stuck doors: instead of a cost of 2 Ep to try to open it (you had a 25% chance in previous the release), they now cost 4 Ep, but always […]
I have been silent for a while. I have been busy with other things lately but am now back in development! I’ve already been implementing a bunch of exciting stuff for the next major release which I will blog about soon. However, since v2 there has been a lot of bugs reported, and while v2.1.1 […]
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 […]