(For the best viewing experience, please read the original copy of this post on Shatteredpixel.com)
Greeting Dungeoneers!
I've got some news to share about v1.3's development! I've implement support for custom seeds, a new scoring system, and a few other miscellaneous changes. However, development on v1.3 has been going slower than planned, so I don't have a beta or release date to share yet.
Also in non-development news, Shattered is part of Steams Going Rogue sale that runs this week! The game is 15% off on Steam during the sale, and Ive taken the opportunity to spruce up the games store listing as well.
Custom Seeds!
[hr][/hr] Probably the largest single feature coming in v1.3 is support for custom seeds! When the game generates the dungeon, a lot of purely random calculations are involved. If theyre given a numerical 'seed', then these calculations always give the same result. Normally the game generates a random seed each time, but starting in v1.3 players who have won at least once can optionally enter a custom seed! Each seed is represented by nine uppercase English letters, with optional dashes in between for readability. You can also enter whatever you want in the text box (like a name or place) and the game will convert it to a seed behind the scenes.
As an example, the header image for this blog post is the first floor from my in-development version of v1.3 with the seed ABC-ABC-ABC. I'm also planning on using this functionality to add daily runs! Each day you'll be able to start a run with a pre-determined seed that's the same for everyone! This makes it easy to play the same game as everyone else, without having to directly share seeds with each other. Note that daily functionality will be pretty basic to start, there won't be any online leaderboards.
A New Scoring System
[hr][/hr] With seeded runs being added, now seemed like an excellent time to improve the games scoring system too! The current system is very simple, with just 3 components:
- Progression, which determines most of the score; it maxes at 78k.
- Treasure, which is just equal to total gold collected.
- Winning will also double your score.
- Progression will be scaled back to make room for more score categories.
- Treasure will include held items and will have a cap to prevent score farming.
- Exploration will grant a bonus for each floor thats reasonably fully explored.
- Bosses will grant a bonus based on how often you were hit by avoidable attacks or hazards.
- Quests will give a fixed bonus for completion, but may be performance-based in the future.
- Winning will still double score, but youll get a slightly bigger multiplier for a surface win.
- Challenges will provide an additional multiplier that stacks with itself.
Other Changes
[hr][/hr] There are a few other significant adjustments that I already have in place for v1.3: I've implemented a change that makes it possible to have more than one floor at a particular depth! This opens up a lot of possibilities, as the dungeon doesn't need to be a straight line from floor 1 to 26 anymore! To start with, I'm planning on using this so that quests can have their own sub-levels. If all goes well, I'll rework the blacksmith's quest in v1.4 to use this new functionality. I've also made a few improvements to the scroll of metamorphosis. Currently there are 10 talents which are excluded from appearing for other classes, but I've whittled that down to just two. These talents will now have a slightly different effect when metamorphed, mostly to help other classes use the effect without unique class items. A few are a bit of a stretch, but most of them are essentially the same as their regular versions.
Lastly, based on the results of a poll from Patreon I've gone over all of the buff icons in the game and eliminated (almost) all cases of duplicates. There are still plenty of recolors, but it should be basically impossible to have two buffs with the exact same icon now. I've also added icons to a couple of buffs that needed them. Here are a few examples, from left to right, old on top new on bottom: featherfall, targeted, adrenaline, cloak of shadows, fire imbue, and nature's power.
Still Some Work To Do
[hr][/hr] I've still got a fair bit to add before v1.3.0 is ready for beta and release though, Here's a quick rundown of what I'm still planning:
- I'm going to be making several UI and UX improvements as a followup to v1.2. In particular I want to add better enemy info in the new full UI, radial menu support for controller players, better controls tutorialization, a better settings menu, and support for 6 quickslots on the mobile portrait view.
- I'm also making some more incremental badge improvements in v1.3. Expect some adjustments to existing badges and several additions. In particular I'm adding some more 'death by X' badges, and a new challenge badge for each of the game's bosses.
- A few curses are also getting improved in v1.3. Some curses are a lot more interesting than others and so I'm going to be taking the most boring and directly harmful ones and change them to give the player a little more to work with.
- Lastly, I'd also like to make some specific changes to the game's ascension route to make it more challenging. Currently it's too easy to simply run back to the surface, and enemies become trivially weak after only a few floors. The changes in v1.3 won't be a full rework, but I would like to improve on these issues.
[ 2022-05-02 17:36:16 CET ] [ Original post ]
- Shattered Pixel Dungeon Linux [105.59 M]
Choose Your Hero
Start the game by choosing a hero, which can be improved and customized as you quest through the dungeon!- 4 heroes: Warrior, Mage, Rogue, and Huntress. Each hero has a different playstyle.
- 8 subclasses which let successful heroes further specialize their abilities.
- 13 unique lategame abilities that grant special power at the end of a game.
- Over 100 talents, which let you incrementally power up your hero as you level up.
Explore the Dungeon Depths
Every run though the dungeon is different, with randomized layouts, enemy placement, and items!- 5 distinct dungeon regions over 26 floors, each with their own enemies and room layouts.
- Over 60 enemies, 30 traps, and 5 detailed bosses to test your skills.
- Over 100 equipment items, including powerful wands, rings, weapons, and armor.
- Over 150 regular items to find and craft, each with their own uses.
- OS: TBDGraphics: OpenGL 2.0+ compatible GPU
- Graphics: OpenGL 2.0+ compatible GPU
- OS: TBD
- Processor: dual core processor
- Graphics: OpenGL 2.0+ compatible GPU
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