Category: Game Design

Healers

In the pursuit of creating more diverse playstyles, I have introduced yet another mechanic meant for healer/priest-like characters. I envision these characters as truly good chacters that are trying to survive by healing, restoring themselves from ailments and generally trying to minimize the damage they cause (except against the undead!). They have a whole new […]

Thievery

One aim of v2.5 is to enable more viable playstyles. One type of build I wanted to be made more interesting is the stealth/thief build. Short History In the earliest versions of TGGW (around Release #1-#4), stealth was one of the most powerful builds you could make, mostly because you could walk around the dungeon […]

Delayed Reward

I do think a lot about how exploring in regular RPGs (let’s say the elder scrolls for example) sometimes feel more exciting than in roguelikes. One thing that comes to mind is that in roguelikes you immediately know what an item is as soon as you see it lying on the floor. I like how […]

NPC Reform

All NPCs are Like Merchants I have done major changes to how NPCs work. In v2.3 I changed merchants: Essentially they got an amount of gold, an inventory that updates as they trade and a mood. I also added the possibility to pickpocket them. In v2.5, this will apply to all NPCs instead of just […]

Spells on Equipment

A new feature that I’m excited about is a new way of obtaining spells: from equipment! From v2.4 equipment may contain spells (just like wands) and lets you cast spells while wearing the equipment. Mechanics The spells from equipment work exactly like those from wands. They have a range, an Mp-cost, a target type and […]

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 […]