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DevLog: Rivers & Dungeons
In terms of the overworld this means (for now) adding rivers and lakes! And where there are rivers, there need to be bridges :) So that's what I already added in a first iteration.
There's also shallow water which is walkable and has no negative effect. It may be used later for other types of biomes.
My primary goal with rivers was to have more natural barriers to shape the game world in general. But I soon realized that it would add a lot to the strategic gameplay to utilize water in combat as well. So I allowed pushing enemies into it.
While in (deep) water enemies receive elemental damage every turn. Oh, and the player makes no exception here. I imagine settling a bunch of Ram Bugs near larger lakes will be a lot of fun..? :D
Another part of the game that still requires a lot of love are the dungeons. Of course there are already cave-like dungeons, which work good enough in terms of the procedural generation algorithm (they just need more POIs). But what I yet have to tackle are actual room-based dungeons with corridors, traps, doors, hidden areas, and all that kind of interesting stuff. What I have so far is an algorithm that generates rooms and corridors. I can define branches and secret areas in a basic way and for now this is a good foundation to progress a bit further with the actual mechanics I want to add. Like doors (sprites are WIP):
... and switches/levers for doors and secret walls:
Like I said traps (and pressure plates?) will be added as well and with that the ability to detect and refuse or avoid them. So there's still a lot to do in order to make dungeon crawling more exciting and meaningful. I want this to be a thrilling and rewarding part of the game so if you don't hear anything from me for a while I'm probably still "down there" and setting things up for your underground adventure! :) If you want to see much more of those in-dev snippets you're very welcome to join our growing Discord server.
Thank you all so much for your feedback and enthusiasm for Of Blades & Tails! I will do my best to make it an amazing game! Until next time, take care! Felix
[ 2022-03-22 18:50:48 CET ] [ Original post ]
Hey everyone! Time for a new devlog! Since the last update I'm pretty much focusing on more overworld and dungeon variety.
Overworld
In terms of the overworld this means (for now) adding rivers and lakes! And where there are rivers, there need to be bridges :) So that's what I already added in a first iteration.
There's also shallow water which is walkable and has no negative effect. It may be used later for other types of biomes.
My primary goal with rivers was to have more natural barriers to shape the game world in general. But I soon realized that it would add a lot to the strategic gameplay to utilize water in combat as well. So I allowed pushing enemies into it.
While in (deep) water enemies receive elemental damage every turn. Oh, and the player makes no exception here. I imagine settling a bunch of Ram Bugs near larger lakes will be a lot of fun..? :D
New Dungeons
Another part of the game that still requires a lot of love are the dungeons. Of course there are already cave-like dungeons, which work good enough in terms of the procedural generation algorithm (they just need more POIs). But what I yet have to tackle are actual room-based dungeons with corridors, traps, doors, hidden areas, and all that kind of interesting stuff. What I have so far is an algorithm that generates rooms and corridors. I can define branches and secret areas in a basic way and for now this is a good foundation to progress a bit further with the actual mechanics I want to add. Like doors (sprites are WIP):
... and switches/levers for doors and secret walls:
Like I said traps (and pressure plates?) will be added as well and with that the ability to detect and refuse or avoid them. So there's still a lot to do in order to make dungeon crawling more exciting and meaningful. I want this to be a thrilling and rewarding part of the game so if you don't hear anything from me for a while I'm probably still "down there" and setting things up for your underground adventure! :) If you want to see much more of those in-dev snippets you're very welcome to join our growing Discord server.
Thank you all so much for your feedback and enthusiasm for Of Blades & Tails! I will do my best to make it an amazing game! Until next time, take care! Felix
[ 2022-03-22 18:50:48 CET ] [ Original post ]
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Of Blades & Tails
Felix Laukel
Developer
Felix Laukel
Publisher
2022
Release
Game News Posts:
78
🎹🖱️Keyboard + Mouse
Very Positive
(291 reviews)
Public Linux Depots:
- Old World Linux Content [172.3 M]
MINIMAL SETUP
- OS: Ubuntu 18.x
- Processor: Core 2 DuoMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Any discreet video card from the last decade
- Storage: 200 MB available space
- OS: Ubuntu 18.x
- Processor: 2.4 GHz Quad Core (or higher)Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel UHD Graphics 620 (or higher)
- Storage: 200 MB available space
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