Made my last
stand in the sieged settlement. Inhabitants fought well, but they were losing
their solders one by one.
At some
breaking point, intruders became too strong and numerous and defenders suffered
great casualties. Town was overwhelmed. I loot weapon and armour from the dead
bodies and tried to escape, but was cornered not far from the town.
I was testing the
gameplay that combines dynamic and static spawn of the monsters. Game doesn’t
just spawn random creatures or adjust them to your level of your character.
It uses none
of these techniques.
When «just
random spawn of X-N level monsters» isn’t bad at all, and can provide decent
fun. It has one problem, it is too random and it hurts from time to tile.
From other
hand, the dynamic level adjustment is a poisoned salve. It sounds cool at first
– player always get the challenge and progress.
But this is the
problem! None of them are given by dynamic level adjustment.
I am not going
to take your time and writing about it. It is rather well developed topic.
The main idea,
that Fallen handles monster spawn in a different manner. I don’t want to spoil
your fun and write the exact algorithms.
Also, I have
finished (YES!) all this book interface routines.
Character
screen is looks like book with bookmarks. Inventory, character sheet, skills.
Book is
flexible now, I can add all types of “pages” we need, for example diary etc.
Started
factions development.
It is sort of “super
groups” that every creature belongs to.
Creatures are
no longer having «diplomatic» status. It is groups and factions only. To tell
the truth: only factions for now. There is no real need in rogue groups of friendly
factions. Maybe later.
Put owner flag
at the items, added blood splatter and other small cosmetic fun stuff.
Anything else?
Of course, we
have big, even huge plans for «Fallen», but it is always cool to have something
playable.
That’s why we
decided (about month ago) to create «mini Fallen» at first. Smaller, but playable
variant of the big game.
Like 7DRL,
that would be developed in to big game, but in our case it would be 7MRL ^_^.
When it is
done, we can test it and work on expanding something working, rather than
defunct one.
We have about
two weeks until the «deadline» we set to ourselves.