Welcome to our new development diary! Today we are going to tell you about two new changes - visual customization and intoxication mechanics.
Hundred to one that you’ve already played other graphical roguelikes. Even if their interface looks much more friendly than the one of ASCII oldschool roguelikes, many elements are still rather symbolic and schematic. It’s quite understandable, taking into account traditionally abundant amount of possibilities in the games of this kind. Sometimes it’s a totally back-breaking task to reflect all elements graphically in details.
Nonetheless since the beginning we clearly understand, that it’s essential for a player to see the progress of the character, and along with that an ability to see all the changes of character’s equipage is quite important. So the last week was dedicated to implementing of visual customization. From now on any equipage you put on your character is shown on the character’s sprite.
Weapons, shields, armour, helmets, boots are available for admiration not only in inventory but directly on the character. We don’t have enough pixels to show full-featured rings and amulets, so they became an only exception. As for the rest with this new system you have an ability to make your character both efficient and aesthetic. Who knows, you may be the one who will leave the mark in a history as the most stylish dungeon conqueror.
Now let’s get down to the gameplay moments to tell you more details about intoxication mechanics we have implemented a bit earlier. Along with hunger, thirst and pain, intoxication is one of the health indexes of your character. Potions, alcohol and drugs are happened to play one of the key roles in our game.
Imagine yourself lying in the dark dungeon with broken legs, on the verge of a swoon because of the pain shock. Well, the only relief you may get from in this situation is a bottle or a pinch of Elven dust. So there is a logical question, how do we show that drugs are bad and you should not overuse it? Intoxication is right here to help: it is getting higher when your character is under affection of diverse toxic factors.
Increase of intoxication varies depending on the intensiveness of impact. Heavy drugs and potent alcohol give the strongest thrust to the one-time rise. Long-term effects such as protracted drug trips or inebriation may also contribute to the rise of intoxication. Potion overuse doesn't come without price as well, intoxication will raise differently according to the strength and type of the effect.
It will be much harder to control the character if his organism has accumulated too much toxins. He may stop obeying player’s commands, faint, suffer from nausea and even slip into a coma for a while. Thus just in case keep a few bottles of antidotes in the inventory, they may save your life once. There is also a passive way to lower an intoxication: toxins are excreted from the organism by themselves on conditions of good health and enough amount of water.
Welcome to our new development diary! Today we are going to tell you about two new changes - visual customization and intoxication mechanics.
Hundred to one that you’ve already played other graphical roguelikes. Even if their interface looks much more friendly than the one of ASCII oldschool roguelikes, many elements are still rather symbolic and schematic. It’s quite understandable, taking into account traditionally abundant amount of possibilities in the games of this kind. Sometimes it’s a totally back-breaking task to reflect all elements graphically in details.
Nonetheless since the beginning we clearly understand, that it’s essential for a player to see the progress of the character, and along with that an ability to see all the changes of character’s equipage is quite important. So the last week was dedicated to implementing of visual customization. From now on any equipage you put on your character is shown on the character’s sprite.
Weapons, shields, armour, helmets, boots are available for admiration not only in inventory but directly on the character. We don’t have enough pixels to show full-featured rings and amulets, so they became an only exception. As for the rest with this new system you have an ability to make your character both efficient and aesthetic. Who knows, you may be the one who will leave the mark in a history as the most stylish dungeon conqueror.
Now let’s get down to the gameplay moments to tell you more details about intoxication mechanics we have implemented a bit earlier. Along with hunger, thirst and pain, intoxication is one of the health indexes of your character. Potions, alcohol and drugs are happened to play one of the key roles in our game.
Imagine yourself lying in the dark dungeon with broken legs, on the verge of a swoon because of the pain shock. Well, the only relief you may get from in this situation is a bottle or a pinch of Elven dust. So there is a logical question, how do we show that drugs are bad and you should not overuse it? Intoxication is right here to help: it is getting higher when your character is under affection of diverse toxic factors.
Increase of intoxication varies depending on the intensiveness of impact. Heavy drugs and potent alcohol give the strongest thrust to the one-time rise. Long-term effects such as protracted drug trips or inebriation may also contribute to the rise of intoxication. Potion overuse doesn't come without price as well, intoxication will raise differently according to the strength and type of the effect.
It will be much harder to control the character if his organism has accumulated too much toxins. He may stop obeying player’s commands, faint, suffer from nausea and even slip into a coma for a while. Thus just in case keep a few bottles of antidotes in the inventory, they may save your life once. There is also a passive way to lower an intoxication: toxins are excreted from the organism by themselves on conditions of good health and enough amount of water.
In this devlog we are going to tell you a bit about our stealth system, which we have been heavily working on for the last week.
Most roguelikes don't pay enough attention to the ability of passing through the entire game stealthily. One of the implicit targets of our game design is to make the game play different for different archetypes: Warrior, Ranger, Rogue and Mage. Thus we've decided that stealth, which Rogues often rely on, should be a viable strategy on its own.
A new major feature is the noise system – now almost any character's action is accompanied by noise. Everything creates a background noise: a hit, a step, an attempt to break a door down, the sound of a vase shattering, screams of pain from an injury. The radius of sound propagation depends on the intensiveness of the source: louder sounds are being heard further.
Doors and walls block it out mostly, but something may still reach nearby rooms. Since every opponent may detect audible sounds, they will go to check whether everything is alright if the noise reaches a certain threshold – so even a mere vase broken in an inappropriate moment may attract unwanted attention to you.
Nonetheless, it is possible to reduce the noise made by a character by properly equipping him. Noise volume also depends on the weapon: the stab of a dagger is almost silent ; and a heavy two-handed hammer's hit is quite the opposite. The same applies to armor: a risk to be noticed is much lower if character's armor is made of cloth or leather.
Additions to the attribute system are quite worth mentioning as well: a specific attribute helps the character to stay out of the spotlight – Stealth. It can be increased by upgrading Agility and Perception. The higher your Stealth and the lower enemy's Alertness, the more likely you would slip by without getting in a fight.
In this devlog we are going to tell you a bit about our stealth system, which we have been heavily working on for the last week.
Most roguelikes don't pay enough attention to the ability of passing through the entire game stealthily. One of the implicit targets of our game design is to make the game play different for different archetypes: Warrior, Ranger, Rogue and Mage. Thus we've decided that stealth, which Rogues often rely on, should be a viable strategy on its own.
A new major feature is the noise system – now almost any character's action is accompanied by noise. Everything creates a background noise: a hit, a step, an attempt to break a door down, the sound of a vase shattering, screams of pain from an injury. The radius of sound propagation depends on the intensiveness of the source: louder sounds are being heard further.
Doors and walls block it out mostly, but something may still reach nearby rooms. Since every opponent may detect audible sounds, they will go to check whether everything is alright if the noise reaches a certain threshold – so even a mere vase broken in an inappropriate moment may attract unwanted attention to you.
Nonetheless, it is possible to reduce the noise made by a character by properly equipping him. Noise volume also depends on the weapon: the stab of a dagger is almost silent ; and a heavy two-handed hammer's hit is quite the opposite. The same applies to armor: a risk to be noticed is much lower if character's armor is made of cloth or leather.
Additions to the attribute system are quite worth mentioning as well: a specific attribute helps the character to stay out of the spotlight – Stealth. It can be increased by upgrading Agility and Perception. The higher your Stealth and the lower enemy's Alertness, the more likely you would slip by without getting in a fight.