Category: Development

Rest Preview

One of the most important strategic decisions that the player has to make is deciding when to rest. There are quite a lot of things that happen when you rest. Around midgame you typically have to go through a mental checklist before you decide to rest. You look over your remaining food, if you have […]

Monster behaviour

v2.3 introduces a new set of interesting behaviours among monsters to make them feel more alive and interesting. Talking Monsters You will find that some of the intelligent monsters will occasionally speak to you (and they will not generally say nice things…). While this is mostly for pure flavour/immersion, they will sometimes reveal information that […]

Poison Rework

The Problem with Poison I have intended to change to poison mechanics for a long time. The current system has a few problems associated with it, both when used against the player and against a monster. On the Player When the player is poisoned it means you have to rest, use a consumable or slowly […]

Interesting Merchants

It has been a while ago since the last post. Development has been a little slow lately, but I am working towards the next release. I thought I’d tell you about a new interesting feature. New Merchants I have rewritten merchant mechanics from scratch. Not that it was anything wrong with them before, but I […]

Stairs

In v2.1 I introduced bumpable stairs. This was for two reasons: first of all it is more convenient to just bump the stairs but the most important reason was because it made the space key ambiguous while standing on stairs. Sometimes you wanted to wait and sometimes you wanted to descend or ascend. The new […]

Speed

The Speed Attribute There are currently 20(!) different speeds in TGGW (i.e., the speed attribute can range between 1-20 for you and monsters). speed determines how many turns you have to wait before acting. Turns are divided into 20-turn segments, and within a 20-turn segment a character may act speed times evenly distributed over the […]