





Dev blog 122 - Nodes and hints
The legend is the information element on the right side of the screen that can be opened and closed and that ideally shows information related to nodes. When you hover over a node, it has a little label that shows the type (or name) of the node, and rewards you could get there. Some nodes also have a little banner above them with a number. The legend was there to explain the meaning of the various icons you could see on these node labels. The issue was that it didnt really explain them well, it just told you what the icons are. A lot of the more important information was sorely missing.
The legend was also already filled to the brim with text and didn't have enough room to add more information or reorganize it without impacting the screen and keeping it clean (as in empty until you need it). So I attempted to improve the situation with a dedicated node tooltip which would show you the information relevant to a specific node you're hovering over. The new node tooltip (which is smaller than the legend) shows the name of the node and a general explanation of what the node contains, along with information about the threat you can expect there, the rewards you could find there and what the little banner above it means.
The other thing that was increasingly frustrating to me while doing a lot of testing was the codex opening up and forcing a context switch from the thing I was doing. In the editor, every time we start a world or level, a new session and profile are created, which means none of the hints are marked as "seen". Thus, the hints would update and spam opening the codex, forcing us to close it just to have it open again a short time after. It also kind-of promotes a tutorial heavy approach to playing the game instead of figuring it out for yourself. So I decided to change the hint situation. All hints except two are now shown as a side notification, similar to the levelup available and essence available notifications. Clicking these will open the codex onto that hint, so its a non-intrusive element. Any player who wants to read those is informed that these exist and are ready to be looked at, but is not forcing you to do so.
These side notifications dont persist across loading screens, so if you get into a combat map, the previous unclicked notifications are gone, but the codex will still show these hints as unread. This change should go live with the patch today, so please let me know what you think about these and whether additional changes could be made to the text on the node tooltip, in cases where its not clear what the benefits of a specific node are. Once you try it, leave a comment here or post on our Discord server! Thanks! MarkoP
[ 2022-06-08 11:38:35 CET ] [ Original post ]
Hey folks! A week before release, I decided to finally do something about a few things that bugged me, one of which was influenced by a discussion here on Steam.
Legend
The legend is the information element on the right side of the screen that can be opened and closed and that ideally shows information related to nodes. When you hover over a node, it has a little label that shows the type (or name) of the node, and rewards you could get there. Some nodes also have a little banner above them with a number. The legend was there to explain the meaning of the various icons you could see on these node labels. The issue was that it didnt really explain them well, it just told you what the icons are. A lot of the more important information was sorely missing.

The legend was also already filled to the brim with text and didn't have enough room to add more information or reorganize it without impacting the screen and keeping it clean (as in empty until you need it). So I attempted to improve the situation with a dedicated node tooltip which would show you the information relevant to a specific node you're hovering over. The new node tooltip (which is smaller than the legend) shows the name of the node and a general explanation of what the node contains, along with information about the threat you can expect there, the rewards you could find there and what the little banner above it means.

Hints
The other thing that was increasingly frustrating to me while doing a lot of testing was the codex opening up and forcing a context switch from the thing I was doing. In the editor, every time we start a world or level, a new session and profile are created, which means none of the hints are marked as "seen". Thus, the hints would update and spam opening the codex, forcing us to close it just to have it open again a short time after. It also kind-of promotes a tutorial heavy approach to playing the game instead of figuring it out for yourself. So I decided to change the hint situation. All hints except two are now shown as a side notification, similar to the levelup available and essence available notifications. Clicking these will open the codex onto that hint, so its a non-intrusive element. Any player who wants to read those is informed that these exist and are ready to be looked at, but is not forcing you to do so.

These side notifications dont persist across loading screens, so if you get into a combat map, the previous unclicked notifications are gone, but the codex will still show these hints as unread. This change should go live with the patch today, so please let me know what you think about these and whether additional changes could be made to the text on the node tooltip, in cases where its not clear what the benefits of a specific node are. Once you try it, leave a comment here or post on our Discord server! Thanks! MarkoP
[ 2022-06-08 11:38:35 CET ] [ Original post ]
The Hand of Merlin
Room-C Games
Developer
Versus Evil
Publisher
2021-05-11
Release
Game News Posts:
132
🎹🖱️Keyboard + Mouse
Mostly Positive
(291 reviews)
Public Linux Depots:
- GameBin_Linux [91.57 M]
- Common_Linux [23.65 M]
The Hand of Merlin is a turn-based rogue-lite RPG in which Arthurian legend clashes with cosmic horror. Recruit a company of up to three mortal heroes and guide them in spirit on a desperate journey from Albion to Jerusalem. Explore a richly-imagined medieval setting on the brink of apocalypse. Trade with merchants, improve your heroes and unearth ancient relics. Search for the lost fragments of your soul, scattered across the multiverse - and save as many worlds as you can.
Enjoy a compelling story inspired by Arthurian legend, the Matter of France, and the history of Al-Andalus - with an unusual twist. Make choices in interactive encounters that change every time you play. Written by Jonas Kyratzes (The Talos Principle, Serious Sam 4) and Verena Kyratzes (The Lands of Dream, Serious Sam 4).
Master the tactics of squad-based and turn-based combat to conquer both human and demonic foes. Your enemies will be tough and ruthless; make use of cover, set up ambushes and coordinated attacks, harness synergies between different Hero classes and skills.
Carve a path across the lands of Albion, Marca Hispanica and Al-Andalus. Will you take a dangerous route, risking life and limb in pursuit of a legendary relic? Or will you choose a safer path? Plan and prepare. Negotiate, barter, fight. Tackle challenges. Suffer losses. Recruit new Heroes. Earn Gold, Supplies and Renown. Be careful: your choices are permanent, as is death. But don't tarry - evil never rests.
Use Renown to level up your Heroes, and choose between a randomized set of new skills or improved attributes. But choose wisely! Select skills with great synergy and balance your party for the road ahead.
As you jump from one parallel dimension to the next, history is reshaped. Different kings rule the land, changing the encounters, characters, and events. No two worlds are ever quite the same, and each journey will be unique. And should your heroes fall, remember: defeat is not the end, only a new beginning.
Seek out towns to improve your arms and armor, or stumble upon hermit artisans in the wild. With every day that passes, the world plunges deeper into darkness, and you will need all the equipment gold can buy.
From a peasant's humble luck charm to the legendary sword wielded by Arthur himself, items imbued with magical power are scattered about the world. Some you will be able to purchase from merchants and collectors, but others will have to be earned through acts of heroism - or displays of wit.
Rain thunder and brimstone upon your foes! Seek out and gather Soulstones to restore your power and unlock new Spells. Even if defeated, your spirit will retain all of your collected arcane knowledge as you jump into the next dimension.
There are as many worlds as there are stars in the sky. In each stands Camelot; in each there is a Grail. But there is only one Merlin, and his eternal burden is to stand against the horror from beyond. Each world that is saved is saved forever; each world that is lost is lost for good.
https://store.steampowered.com/app/600610/The_Hand_of_Merlin/
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- OS: Linux SteamOS 3.0 or Ubuntu 18.04 LTS
- OS: Linux SteamOS 3.0 or Ubuntu 18.04 LTS
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