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dwimmerdelve Dwimmerdelve: The current plan.



Since I have become a bit more serious about making an actual game I might as well explain a bit about what I intend to do with it. So, here are my current plans about what I am doing.


First what I have already done:


  • I have a pretty okay random dungeon generator script and several existing dungeon 'themes' which all look a fair bit distinct and decorative.
  • I have a basic roguelike combat system in place. The kinks need to be worked out, but it works. For a one actor party anyway.
  • I have a inventory system with features such as equipment enchantment and roguelike style item identification.
  • A fair bit of different monsters, skills, and items.


Here is some stuff I am going to need to do:


  • Right now the only thing the player can really do is roguelike-style bump attacks. I need to redesign the menus/interface to allow for skills and items to be selected and targeted.
  • Monsters chose skills from an enemy moves list, but I may need to think more about how I choose skills and how range works. Perhaps I should use visible projectiles even?
  • Rebalance the hell out of everything.


Here is some stuff I may or may not do:

  • Add support for multiple party members. I have been trying to write stuff in a manner so this is possible, but I may need to totally rewrite how I handle inputs if I want to allow the ability to take full control of the party (which if I am adding party members at all, I absolutely do).


You might notice I haven't mentioned much about the story/setting yet. Partly because I want to get the full gameplay system worked out before I bother that much, but also party because I am still not sure about some of the details yet. That it will be heavily based on lots of the things I have said about fairies over the years here is not in question. The setting will definitely be fairyland... or a fairyland anyway. Perhaps more then one.


The simplest basic plot outline I have in mind probobly is that the player character is a human who was abducted by fairies and perhaps transformed into a fairy. I might want to allow the player to create a character, but that might be tricky to do in way I am happy with. If I can get one of those visual equip script things working, perhaps I will use that to let you choose what the player looks like. Perhaps I could even have transformations and stuff. It might be fun to make it a bit like Corruption of Champions actually. <3 I mean not necessarily the naughty stuff (though I would be tempted), but the way items can change your body parts. And hey, mutation is a thing in some roguelikes anyway.


But it would probobly be a lot easier if I just used a set character, at least for now. Right now the one delving in those dwimmery dungeons is me! Kayzee the fairy! Hehe... I am not sure I want to be the main character though. I think if I show up I am much more suited to be a sort of trickster mentor who helps guide the main character. Though I could also tell my own story, it might be interesting to tell how I became a fairy in the first place, if a bit embarrassing.





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How about multiple parties, each with one member?

That way, one could switch between each party in a battle encounter much like how it is done in many games like this.



A visual equip scene for full customization...

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Eh, I never liked switching characters like that. First of all, I know it's a gaming abstraction but it feels nonsensical. What do the other party members do when one is fighting? Just hang around nearby? Maybe that's me being picky, but that's how I feel. Also I generally dislike it when games make you constantly switch between lots of different active characters, modes, equipment, or whatever. It just makes it so whenever I run into an something I need to switch for I am like "Ugh, now I need to switch to this other thing again". It isn't fun, it's busy work, and the more you do it and the more different types of things there is, the worse it gets.


Oh something like visual equip anyway. I fiddled with it before, but ultimately my biggest problem with it is lack of good art assets.

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Yeah. I'm creating the majority of the art assets for my game from scratch, so there's always that option...


As for the multiple single-member parties, it was just an idea that I figured would simplify the process a bit, but what do I know?

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I am way too lazy to bother with doing lots of art. 90% of everything I am using is RTP stuff and that probobly won't change for a while. Besides, I figure I can replace most of the RTP stuff with more custom stuff later if I want to.


I am not going to say it wouldn't simplify things a bit, but I just rather simplify things by not bothering with multiple party members at all rather then trying to do it half way like that. Roguelikes tend to have the player control a single character anyway. I would love to do a full party system sometime, but it's not a priority for now.

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