Hello to all!
It has been 2 weeks since the last development diary, so it's time again for a new one!
As development goes on, I am starting to work in the main campaign of the game which will include all the races and classes. This mean time dedicated exclusively to the prelude will be a little shorter. Also I will try to separate the development diaries in 2 sections: "Overall additions" and "Campaign additions"
So, for today's topic list we have:
Overall additions
Weapon speed addition
Scrolls
Monster and items outlines.
UI improvements
Campaign additions
Gender
Playable races
Difficulty settings
Overall additions
Weapon speed addition
I added a new variable to weapons: Speed
This means weapons like daggers can hit more times over several turns than weapons like war hammers! It gives interesting choices for the player when deciding what weapon to equip.
Here you can see the energy difference between a 2-handed Sickle and a Short sword!
Monster and items outlines
To avoid missing valuables or potential enemies the game now has GPS... just kidding!
What the game truly has now are border lines on monsters and items when moving the cursor on top of them. I hope this helps finding stuff and differentiating decoration from actual stuff.
UI improvements
I did a lot of UI improvements to make it feel more responsive. I probably missed a few, but all buttons now get shadowed when hovered over. This is also true for in game UI like the action bar or the merchant's window.
Campaign additions
Gender
There is much to say, but that the game as any modern game lets you choose between a male or female character.
I decided for the moment to keep the option it aesthetic only, meaning it will have no effect in game play but visuals.
Playable races
Here we get to the interesting stuff! With races my objective is to make them feel unique and available mostly in any race-class combination. Having this said this is the current race setup:
Humans
Dwarfs
Trolls
Nagas
Elves
Otwoks
Vinscians
Difficulty settings
I decided to go with only 3 difficulty setting options:
I am not a fan of dying! (Easy):
Enemies have less health than normal.
You start with the mythical ring of lives! (5 lives).
You will have an 85% penalty in the generation of soul points (more on this in a later development diary).
I make my own luck! (Normal):
Enemies have intended health.
Normal soul point generation.
I eat dragons for breakfast! (Hard):
Enemies have much more health.
You will generate a bonus 100% soul points.
Some closing comments
Progress is going great! And I would like to extend you an invitation to comment and actively participate! I answer everywhere: IndieDB Rogue Empire forums, Reddit in Roguelikes channel, Steam, itch.io, Twitter and Facebook!
In case you wonder, you can get the download the latest version of the prelude at itch.io for free or donate to the cause!
Please support the game!
If it is within your reach, support Rogue Empire at patreon.com/roguempire! You can also follow us and spread the word about the game in twitter.com/RoguEmpireRPG or facebook.com/roguempirerpg. Anything helps, no matter how small!
So I should say:
Till next time!