Claustrophobia Development Log #15
Hello all, long time no see. As you may have noticed, it’s been three weeks since the last Dev Log. I fully intended to have one written for last Friday, but I completely ran out of time, and therefore decided to hold everything back for one big update this week. So, here goes!
A Discussion on Hunger & Health Regen
So firstly I’d like to discuss what is essentially quite a large change from V1, and a mechanic that I’ve been working on for a while in order to try to balance correctly. In V1, Health and Mana would regenerate once the player had been out of combat for 5 turns, and would regenerate a fixed amount on a per turn basis. This led to all sorts of problems and annoyances, mainly having to hammer the Skip Turn button every few turns to heal.
With that in mind, I’ve made a number of changes. Firstly, the addition of the option to Rest until fully healed. This will only be possible when there are no enemies with you in sight, and when you are completely rid of de-buffs. Whilst resting, enemies will continue to hunt you down, and if you are discovered, resting will be paused. Resting is not required to heal, you will still regenerate passively while moving, but not while in combat.
Secondly, Health and Mana regeneration amounts are now based on a percentage of you Wisdom. This gives a reason for all classes to have need of at least a little Wisdom.
Finally, a new system has been introduced in order to prevent constant healing by simply resting after every fight. This system is Hunger. Health will only regenerate (note: this does not effect Mana) while your player is adequately fed, and will regenerate at a greater rate the better fed you are. There are 4 states of Hunger:
- Well Fed: Health Regeneration is Increased to 200%.
- Sated: Health Regenerates at normal rate.
- Hungry: No penalty, but a warning de-buff appears.
- Starving: Health will no longer passively regenerate.
Your player starts out at the top of Sated. Each turn that they regenerate health, their hunger decreases by 1 point until their hunger reaches 0, and they begin to starve. Starving does not reduce health, and you cannot die from it directly. But without finding and eating food, you will no longer regenerate over time. This means that if you have no food, and are low on health, you must choose to either heal for as much as your current hunger will allow you and stay in your current room, or risk it and venture out to find food.
Food itself can be found lying around the dungeon, dropped by monsters, or bought from shops. Different foods have different effects on top of just reducing hunger, and there are also potions which effect your hunger state.
It’s not my intention for this mechanic to become an annoyance itself. I don’t want people to feel like they’re constantly being held back by a lack of food, or that they are spending time worrying about eating when they could be adventuring. So I will be monitoring the balance of this mechanic extremely closely in order to find the perfect trade off.
Locked & Special Rooms
Still with me? That’s dedication right there! Or maybe you scrolled down looking for images? Either way, here’s a couple!
The new dungeon generator allows me to create all sorts of special rooms which exist alongside the randomly generated ones. In this case, the locked door, which can be opened by a Key, reveals:
A Treasury! There are already a number of different locked room types, including Butchers and Spell Rooms, with more to come. As well as locked rooms, I’m in the middle of designing trap and puzzle rooms that will appear randomly throughout the level.
Keys also work on Locked Chests. There are not always enough keys to open everything, so choose wisely. Locked rooms will never contain anything vital to progressing, but are always highly beneficial.
Enemy AI Changes
Enemies have got a whole lot smarter! Instead of just standing about waiting to be found, enemies will now roam the dungeon, patrolling corridors and pacing rooms. Once they spot the player, they will begin to chase. Doors will no longer hault enemies completely; instead, they will give you a 1 turn head start before they open them and continue chasing. If they lose sight of the player, they will head to the last place they saw them, search the area, and, if they find nothing, return to patrolling. An exclamation mark will appear above the head of an enemy that is alerted, and a question mark when they lose the scent.
You can now track the misadventures of all your heroes. Scoring is based on the experience your character earned while they were alive. The leaderboard also shows where you character died, what level they were, and the amount of time they were alive for.
Other stats such as what you were killed by and how many turns you survived for are also recorded, but are not currently displayed.
So many changes and additions over the last couple of weeks, I just can’t write about them all! Here’s a quick summary!
- Added Starting Abilities for the Juggernaut
- Added 3 new enemies
- Added Shields
- Added 2 Misc skills
- Added 6 new Potions
- Added 5 new Scrolls
- Added portals
- Added object indicators to the minimap
- Added floor tile variation
- Added animated tiles
- Added wall-mounted torches to corridors and large rooms
- Switched from Monogame back to XNA due to compatibility issues
- Added enemy spawning based on dungeon type
- Added room spawning based on dungeon type
- Added weighted spawning for items
- Added the Magical Missile skill for Mages, and changed all staves to deal elemental damage
- Added auto-sort option to Inventory
- Added new item notifier to Inventory
- Added menu toolbar to HUD
- Fixed a gazillion bugs (most prominent of which was that the save system didn’t work past level 3, and lost one of my friends a really nice Bow, which he was not pleased about. Whoops)
That is all! Don’t forget to leave me your comments, and, as always, thanks for reading!
Until next time,