Dungeon crawling rework


Dungeon crawling rework

  • No "straight" routes, the map will be procedurally generated like an actual dungeon, it will be a lot more open.
  • Enemies will be represented by their actual icons (not just a "sword" icon), they will also be able to move around the map, just like the player.
  • Ethel will also have her own exhaustion bar.
  • Nema's clearing mist is no longer a toggle.

The player will be able to spend his turn doing one of the following:

Walk

  • Takes one turn.
  • +1 exhaustion for Ethel and Nema.
  • Moves to selected adjacent tile.

Run

  • Takes zero turns.
  • +4 exhaustion for Ethel and Nema
  • Moves to selected adjacent tile.
  • Cannot be used more than once per turn.

Clear mist

  • Takes one turn.
  • +3 exhaustion for Nema. 
  • Clears mist in a 2-tile range centered on the player.
  • The mist returns after 4 turns.

Scout

  • Takes one turn.
  • +3 exhaustion for Ethel. 
  • Scout tiles in a 3-tile range centered on the player, revealing their contents: 
  •  Seeing enemies in visible tiles doesn't require scouting, but scouting reveals the exact number of enemies and their formation.
  •   If a tile has a trap, it will be revealed. (won't show which trap it is)
  •   If a tile has an event, the interface will show if it's a negative, positive or neutral event. (probably by changing the icon)
  •   If a tile has treasure, it will be revealed. (won't show what the treasure is)

PS: rest tiles don't require scouting, the icon will be shown as long as its in range of the player vision (thinking the vision should be 3 tiles)

Short Rest

  • Takes one turn.
  • -2 exhaustion for Ethel and Nema

Every turn

  • Enemies will move, if they see the protagonists they will start chasing them, and will continue to do so as long as they are in vision. (probably 2 tiles of range)
  • If the protagonists are in a tile with mist: their lust/temptation will increase.

Additional notes

  • When battle takes place, the mist in that tile will reflect the mist in battle. 
  • Time in-battle will be reflected in the world too: 15 seconds = 1 turn.

So if you start battle with no mist, it will take at most 60 seconds for soft mist to appear, then another 60 for it to become hard mist.

I'm also pondering if enemies on the map (outside battle) should also be able to move every 15 seconds. This could maybe even work as a reinforcement mechanic, if you take too long, other enemies might catch up to you and join battle.

Here are some samples from the current map generator algorithm:

The behavior is very customizable, my goal is to have different regions of the game be made on different patterns. Regions like the grove would have very open areas (as shown on screenshots 1 & 2, while the cavern will be a lot more claustrophobic (like screenshot 3)




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Comments

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seem pretty good, cant wait to start testing this concept when the update is available XD

(+2)

Thanks <3

There is still quite a bit of work left until the Godot port is done but I'm making progress as often as I can.

Take your time, and if you need help testing something, am sure everyone who tried the game would help XD

(+1)

Glad to see so much enthusiasm :)
And yeah, although we didn't have many testers before demo v2, fortunately a lot of players did volunteer to test next builds.

great, hopefully all this feedback makes the next version really good, enjoyed the game, how you explore is pretty fun, the combat is basic but its unique with the seconds being your turns and the art style is amazing so yeah, would like to try new update XD lol