▶
Coming Soon to Shattered: A Sixth Hero!
[hr][/hr] Two years ago, when I started work on the Duelist, I talked about how I wanted six heroes: two fighters (Warrior & Duelist), two agile tricksters (Rogue & Huntress), and two magic users (Mage & Cleric). You can also look at this in terms of game mechanics: two simpler equipment focused heroes (Warrior & Mage), two environment focused heroes (Rogue & Huntress), and now two ability focused heroes (Duelist & Cleric). So what would an ability focused magic user looks like? The Duelist's ability focus took the form of a special attack being given to every melee weapon in the game. For the Cleric I'm taking a bit of a different approach, the Cleric's abilities tie into the talent system! The Cleric will posses a holy tome artifact which they can use to cast a variety of spells that mainly focus on defense and utility. The Cleric unlocks and upgrades spells via the talent system! Here's an early low-res peek at their splash art:
[hr][/hr] (Note that the visuals below are a work in progress and subject to change) Currently talents are all passive or triggered effects because I didn't want them to warp Shattered's gameplay too much by being too complicated or powerful. In a way the Cleric is an exploration of the inverse approach, with more powerful talents that are active abilities.
The Cleric's holy tome artifact makes this possible, as even though most of their talents are now stronger player-triggered effects, they're all accessed from a single place in the UI, and all share a charge system. Scrolls of upgrade will still be the biggest source of power for the Cleric, of course, but expect talents to play a much bigger role for the Cleric than other heroes. So what sort of spells can the Cleric actually cast using their tome? Firstly, the Cleric starts with three innate spells:
- Guiding Light is a basic ranged attack option that deals a little damage and guarantees the next physical attack on its target will hit. - Holy Weapon is an offensive buff that's best early on when you have no weapon enchantment. This spell temporarily replaces the weapon's enchantment with a damage boost. - Holy Ward is Holy Weapon's defensive counterpart, adding a temporary glyph that increases damage blocking. Here's a little GIF showing off those three spells:
All the other base Cleric spells are tied to talents. Most Cleric talents let you cast a new spell at +1, and make the spell more potent at +2. Here's a few examples:
- Detect Curse is a T1 talent/spell that acts as the Cleric's talent option to help with identification. For a fairly hefty charge cost, the Cleric is able to tell whether an unidentified item is cursed or not. - Shield of Light is a T1 talent/spell that is a great defensive panic button. For a short duration, the Cleric gains a significant armor bonus against a single target, and the spell is cast instantly! - Sunray is a T2 talent/spell that gives the Cleric a stronger ranged option. The spell deals a bit more damage than guiding light, and blinds the target for a few turns. Casting the spell twice in a row will upgrade the blind to a stun, but this can only be done once per enemy. - Divine Sense is a T2 talent/spell that gives the Cleric a visibility option. For a moderate charge cost the Cleric gains temporarily mind vision in a fairly wide (but not level-wide) area. And here's a little GIF showing off sunray, the flashiest of these spells:
Of course this just covers some of the Cleric's powers up to level 12. It's looking like there will be about 30 Cleric spells in total. Some of these are tied to the base class like the ones above, but others are tied into things like subclasses...
[hr][/hr] I'm currently working towards Cleric subclass choice being about choosing a set of abilities/spells that each synergize with different classes of items. [table noborder=1] [tr] [td]
[/td] [td]The Priest will focus more heavily on direct spell power and synergy with more magical items like wands and artifacts. Their abilities will likely not do much for weapons and armor or attacking in melee range. Experienced players tend to prefer more positional gameplay and use of wands, so the priest is likely to be the more popular choice for them. [/td] [/tr] [/table] [table noborder=1] [tr] [td]
[/td] [td]The Paladin will, by contrast, more heavily focus on weapons and armor synergy over raw spell power. Somewhat like the berserker, I expect the Paladin would lean more toward defense than offense. The Paladin will probably be simpler to play due to their reliance on simpler equipment, and so they'll probably be the more popular subclass overall.[/td] [/tr] [/table]
[hr][/hr] Unfortunately the Cleric isn't quite playable in their current state. I want to at least have the base class, one subclass, and one armor ability fully implemented before starting the beta. Things might be a little rough, but I would like to try and push for a beta release of v3.0 around mid to late December, just before the holiday season. That'll give everyone a chance to try the Cleric out and for me to gather feedback to start to push for a release in the new year. ...Of course, I do also release Alphas on Patreon a bit before betas go out, and am less concerned about the Cleric not being fully playable there. I'm not able to commit to an exact timeframe, but I expect Patreon folks will be getting Alpha access sometime this week... Please keep in mind that while I always try to keep to the ETAs I provide, they are just estimates. If you don't hear from me by the ETA, it means I'm still busy with the update! In the meantime, if youd like more frequent incremental updates on Shattereds development, you can subscribe to the Shattered Pixel Newsletter, or follow me on Mastodon! [table noborder=1] [tr] [td]
[/td] [td]Ive also now got an account on Bluesky! While I still prefer Mastodon, any platform is better than Twitter at this point, and if the majority of people want to migrate there Im happy to post there as well. Bluesky will get the same posts I send to Mastodon or the Newsletter.[/td] [/tr] [/table] [hr][/hr] You can discuss this blog post here on the Steam Community, or on the Pixel Dungeon Lemmy Community.
[ 2024-11-26 16:36:42 CET ] [ Original post ]
(For the best viewing experience, please read the original copy of this post on Shatteredpixel.com) Hey Dungeoneers! Progress has been made on the next major update to Shattered Pixel Dungeon, and it's finally time for me to start showing some things off! v3.0.0 will feature the game's second new hero: The Cleric! This blog will go over some of my design thoughts and early implementation work on this new hero.
The Sixth Hero
[hr][/hr] Two years ago, when I started work on the Duelist, I talked about how I wanted six heroes: two fighters (Warrior & Duelist), two agile tricksters (Rogue & Huntress), and two magic users (Mage & Cleric). You can also look at this in terms of game mechanics: two simpler equipment focused heroes (Warrior & Mage), two environment focused heroes (Rogue & Huntress), and now two ability focused heroes (Duelist & Cleric). So what would an ability focused magic user looks like? The Duelist's ability focus took the form of a special attack being given to every melee weapon in the game. For the Cleric I'm taking a bit of a different approach, the Cleric's abilities tie into the talent system! The Cleric will posses a holy tome artifact which they can use to cast a variety of spells that mainly focus on defense and utility. The Cleric unlocks and upgrades spells via the talent system! Here's an early low-res peek at their splash art:
Divine Magic!
[hr][/hr] (Note that the visuals below are a work in progress and subject to change) Currently talents are all passive or triggered effects because I didn't want them to warp Shattered's gameplay too much by being too complicated or powerful. In a way the Cleric is an exploration of the inverse approach, with more powerful talents that are active abilities.
The Cleric's holy tome artifact makes this possible, as even though most of their talents are now stronger player-triggered effects, they're all accessed from a single place in the UI, and all share a charge system. Scrolls of upgrade will still be the biggest source of power for the Cleric, of course, but expect talents to play a much bigger role for the Cleric than other heroes. So what sort of spells can the Cleric actually cast using their tome? Firstly, the Cleric starts with three innate spells:
- Guiding Light is a basic ranged attack option that deals a little damage and guarantees the next physical attack on its target will hit. - Holy Weapon is an offensive buff that's best early on when you have no weapon enchantment. This spell temporarily replaces the weapon's enchantment with a damage boost. - Holy Ward is Holy Weapon's defensive counterpart, adding a temporary glyph that increases damage blocking. Here's a little GIF showing off those three spells:
All the other base Cleric spells are tied to talents. Most Cleric talents let you cast a new spell at +1, and make the spell more potent at +2. Here's a few examples:
- Detect Curse is a T1 talent/spell that acts as the Cleric's talent option to help with identification. For a fairly hefty charge cost, the Cleric is able to tell whether an unidentified item is cursed or not. - Shield of Light is a T1 talent/spell that is a great defensive panic button. For a short duration, the Cleric gains a significant armor bonus against a single target, and the spell is cast instantly! - Sunray is a T2 talent/spell that gives the Cleric a stronger ranged option. The spell deals a bit more damage than guiding light, and blinds the target for a few turns. Casting the spell twice in a row will upgrade the blind to a stun, but this can only be done once per enemy. - Divine Sense is a T2 talent/spell that gives the Cleric a visibility option. For a moderate charge cost the Cleric gains temporarily mind vision in a fairly wide (but not level-wide) area. And here's a little GIF showing off sunray, the flashiest of these spells:
Of course this just covers some of the Cleric's powers up to level 12. It's looking like there will be about 30 Cleric spells in total. Some of these are tied to the base class like the ones above, but others are tied into things like subclasses...
Subclass Designs
[hr][/hr] I'm currently working towards Cleric subclass choice being about choosing a set of abilities/spells that each synergize with different classes of items. [table noborder=1] [tr] [td]
[/td] [td]The Priest will focus more heavily on direct spell power and synergy with more magical items like wands and artifacts. Their abilities will likely not do much for weapons and armor or attacking in melee range. Experienced players tend to prefer more positional gameplay and use of wands, so the priest is likely to be the more popular choice for them. [/td] [/tr] [/table] [table noborder=1] [tr] [td]
[/td] [td]The Paladin will, by contrast, more heavily focus on weapons and armor synergy over raw spell power. Somewhat like the berserker, I expect the Paladin would lean more toward defense than offense. The Paladin will probably be simpler to play due to their reliance on simpler equipment, and so they'll probably be the more popular subclass overall.[/td] [/tr] [/table]
Beta When?
[hr][/hr] Unfortunately the Cleric isn't quite playable in their current state. I want to at least have the base class, one subclass, and one armor ability fully implemented before starting the beta. Things might be a little rough, but I would like to try and push for a beta release of v3.0 around mid to late December, just before the holiday season. That'll give everyone a chance to try the Cleric out and for me to gather feedback to start to push for a release in the new year. ...Of course, I do also release Alphas on Patreon a bit before betas go out, and am less concerned about the Cleric not being fully playable there. I'm not able to commit to an exact timeframe, but I expect Patreon folks will be getting Alpha access sometime this week... Please keep in mind that while I always try to keep to the ETAs I provide, they are just estimates. If you don't hear from me by the ETA, it means I'm still busy with the update! In the meantime, if youd like more frequent incremental updates on Shattereds development, you can subscribe to the Shattered Pixel Newsletter, or follow me on Mastodon! [table noborder=1] [tr] [td]
[/td] [td]Ive also now got an account on Bluesky! While I still prefer Mastodon, any platform is better than Twitter at this point, and if the majority of people want to migrate there Im happy to post there as well. Bluesky will get the same posts I send to Mastodon or the Newsletter.[/td] [/tr] [/table] [hr][/hr] You can discuss this blog post here on the Steam Community, or on the Pixel Dungeon Lemmy Community.
[ 2024-11-26 16:36:42 CET ] [ Original post ]
Shattered Pixel Dungeon
Shattered Pixel
Developer
Shattered Pixel
Publisher
Early 2022
Release
Game News Posts:
57
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive
(1341 reviews)
Public Linux Depots:
- Shattered Pixel Dungeon Linux [105.59 M]
Shattered Pixel Dungeon is a Roguelike Dungeon Crawler RPG with pixel art graphics. Every game is a unique challenge, with four different playable characters, randomized levels and enemies, and hundreds of items to collect and use. The game is simple to get into, but strategy is required if you want to win!
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.
MINIMAL SETUP
- 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
GAMEBILLET
[ 6138 ]
GAMERSGATE
[ 3335 ]
FANATICAL BUNDLES
HUMBLE BUNDLES
by buying games/dlcs from affiliate links you are supporting tuxDB