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 […]

The Ground Gives Way v2.2 is out!

This is a big release with many changes. The biggest changes are: The dungeon is now divided into themed sections [post] There’s an optional mid-game milestone. Combat mechanics have been greatly simplified [post, post] Speed has been reworked [post] Magic has been reworked [post] Improved user interface [post] Visible traps [post] Credits Thank you very […]

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 […]

Visible Traps

  The Problem with Traps This section is mostly a background to traps in roguelikes, if you just want to read about the changes I’ve made in TGGW you can skip to the next section. Traps are a common but lately quite controversial feature of most roguelikes. Traps in roguelikes have been standard for a […]