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TIGSource ForumsCommunityDevLogsDawn - Rogue like
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Author Topic: Dawn - Rogue like  (Read 6260 times)
Endurion
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« Reply #20 on: April 09, 2014, 02:01:58 AM »

Reordered quite a bit of logic inside, naming everything "Effect" doesn't really help to keep the overview.

Currently adding the next region type, woods.

Also added a thunder shield that keeps you safe from the wizards magic bolt.
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Endurion
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« Reply #21 on: April 17, 2014, 05:08:29 AM »

Fixed quite a bit of stuff.

Now it's possible to "implant" fixed structures in randomized maps to make for the main thread.

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Endurion
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« Reply #22 on: April 24, 2014, 05:26:17 AM »

Added a first simple quest. Get the quest from the town elder, kill a certain monster and return to receive a reward.
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SolarLune
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« Reply #23 on: April 24, 2014, 05:10:50 PM »

Cool graphics and simple-sounding gameplay. Anything to set it apart, or is the kind of RPG-ish approach that you seem to have going here going to make it somewhat unique in the world of rogue-likes?
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Endurion
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« Reply #24 on: April 24, 2014, 10:02:13 PM »

I wouldn't say unique, I'm just toying with the mechanics to make them somewhat more interesting in the strategic sense.

I'm fond of the decisions about equipment which can influence the ability to beat a boss quite substantially in FF6. Leviathan, I'm looking at you!
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Endurion
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« Reply #25 on: May 02, 2014, 05:12:36 AM »

More code refactoring. Implants can now come with exit information so they will be accessible from the randomized map parts at all times.
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