Posted September 02, 2023 by Justin Wang
Hello everyone! Another week another update!
For the month of September I'm planning on turning my attention away from balancing the player and towards filling out the game with new content. In particular reworking zones and trying to get as many generators in the new style as possible. I'm planning on moving pretty fast this month and just really trying to knuckle down and get as much of the content for the Web-Release finished as possible. Depending on how its looking I'll likely end up spending some time reworking some of the older generators and associated vaults to get the more in tune with the new level style. Really I just want to get enough variety in the dungeon so that things won't get overly repetitive.
The plan is to get Web-Release released by by November 22 2023, which is exactly one month before the start of Steam Winter Sales which is when I'd like to launch the game into early access. This means I've only got about 3 months to go so I'm going to need to start really prioritizing my work flow.
This week I took a look at The Crypt and did pass over all the monsters trying to rework them a bit to better fit some of the new design principles of the project. I've also redone most of the monster vaults for the zone as well as adjusting the spawn tables. There are some new generators in the new style as well and so I'm hoping with a bit more work to convert some of the older generators crypt can mostly be considered done for now. I'm trying to theme Crypt around the idea of hoards of enemies coming at you and the constant danger of getting surrounded or overwhelmed. This will be in contrast to The Iron Forge where things will be slower, stronger but less numerous and The Arcane Tower where things are highly mobile and range/magic focused. I don't have nearly enough time to even begin to do everything I'd like with these zones but hopefully this is enough of a push in the right direction to be mostly good enough for the Web-Release.
MECHANICS:
MONSTERS:
BURST OF FLAME:
Though I'm focusing on level content right now I still can't help myself but take little pokes at some of the areas on the player side that are still bothering me. Burst of Flame was frustrating me in that its most interesting effect (bursting flame sources) was really difficult to target while its single target version was just too much of a use anywhere, anytime spell that did tons of damage to pretty much any target. I think we need to be very careful with abilities that have such unrestricted targeting to stop them from overshadowing other abilities.
The new version of Burst of Flame which we can test this week no longer has a single target version and must always be used on a flame source. The player can aim the burst out of the flame source like a Bolt spell. The goal here is to make Burst-of-Flame a bit more situational but very strong.
BALANCE:
As I'm working on the content for these zones I'm generally testing with a set of characters saved from real runs with the appropriate level and equipment. This means I'm getting a lot of iterations of testing at various points in the game. So expect to see a lot of small tweaks and adjustments back and forth as I fiddle with things trying to get all the classes in my save roster to feel roughly 'balanced'. This weeks testing showed The Barbarian to be significantly stronger then the other classes so I'm making a few adjustments.
Depending on how further testing goes, I'm anticipating there may need to be some further reductions to the damage of end game Melee Weapons which are often dealing as much damage as spells. I'm also considering the possibility of moving STR HP 10 => 8 with items and talents balanced accordingly. To me it currently feels like its a bit to easy to get your health 'high enough' and not that much harder to push it into 'very high' levels. Given the way high HP significantly increases healing from all sources, it might need to be a bit harder to really push this stat high.
LEVEL GENERATION:
BUGS AND CRASHES: