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KickStarter Stoneshard - open world roguelike RPG - now available on Early Access

Matador

Arcane
Patron
Joined
Jun 14, 2016
Messages
1,716
Codex+ Now Streaming!
Picked this in the sale. Still playing the tutorial. The health/injury system seems very compelling
 

BanEvader

Guest
I'm here for the monthly check up.
Have they released character creation yet?
 

Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
14,305
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Devlog: Dungeon Generation
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Hello everyone!

It’s been a while since the last devlog, so we’re here to tell you about the current state of affairs and our plans for the near future.

Let’s just say the workflow has been less than ideal - the Ukrainian part of our team experiences blackouts and disrupted internet access due to the constant shelling of the country’s infrastructure, and the part of the team that formerly resided in Russia needs time to adjust in a new place. Nevertheless, we’re still determined to continue working on Stoneshard.

The main focus right now is on the next major update, “Rags to Riches”, which will both introduce and expand upon a number of key gameplay systems, namely the Caravan, the dungeon generator, and the economy.

Unfortunately, we’re in no position to announce even approximate release dates, definitely not within the next few months. But it doesn’t mean there won’t be any new content until then - we plan to release a few small patches, mostly focusing on fixing bugs, implementing some long-awaited QoL improvements, tweaking the existing ability trees, and fleshing out certain minor mechanics that we kept on the back burner. This approach will keep the game from getting stale while simultaneously giving us an opportunity to clear the accumulated backlog and resolve some technical issues.

For instance, in the near future we’ll release a hotfix that will improve the Drunkenness mechanic and add a few hundred new speech lines - both for the main character and the enemies - to cover a much larger number of scenarios.

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Now back to Rags to Riches and the progress we’ve made so far. Many of you may remember that the dungeon generator was already reworked in the “Way Forward” update. But even though the result was much better than the original iteration, the last couple of years brought us enough experience and feedback to realize that we can do better. After all, dungeon-delving is one of the most prominent mechanics in the game, so any improvements to it will serve the betterment of the experience in general.

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The dungeon generation rework is meant to achieve the following:

  • Move away from the boring and predictable dungeon structure that consists almost entirely of small rooms separated by doors.
  • Get rid of single-tile doors and hallways, as they promote the repetitive tactics of funneling enemies into the same choke points over and over again. New rooms will have a more engaging design, giving you more reasons to reposition and interact with the surroundings.
  • Add more distinguishing features to each dungeon type: the Bastion should differ from the Crypts - and the Crypts from the Catacombs - not only in terms of decorations but also their overall layout.
  • Make dungeons and room structure more logical and believable: upon entering a room, you should be able to get a basic idea about its function.
  • Make dungeons’ visuals consistent with their difficulty and loot quality: high level dungeons will boast richer decor and additional room types that you won’t be able to encounter early in the game.
  • Add dungeon modifiers that will shake up the established routine and make you adjust your usual preparations - we’ll share more details in future devlogs.
  • Change enemy spawns to make fights more fair and interesting.

While our game designers are busy conceptualizing the Contracts rework (and all the new mechanics that come along with it), our artist and level designers are working on gradually transitioning the Crypts to the new generation ruleset - of all the dungeon types, it needed a facelift the most. For now, here’s some of the results:

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The next step is to use the Crypts as a testing ground for the entirety of the reworked system, which includes new contacts, modifiers, and certain other additions - after that, we’ll make the necessary adjustments and apply it to the remaining dungeon types as well. That’s all for now. Until the next devlog!
 

Jedi Exile

Arcanum
Patron
Joined
Oct 10, 2010
Messages
1,179
Project: Eternity Shadorwun: Hong Kong
I'd forgive them for this, because what they had released so far is very good and there is enough stuff to do. I haven't killed the troll yet.
 

Takamori

Learned
Joined
Apr 17, 2020
Messages
927
I keep checking the notifications in this thread with the hope they will finally announce the character creation release date.

:negative:
 

Salvo

Arcane
Joined
Mar 6, 2017
Messages
1,417
Main fault I see with the release schedule is that they rework something, then add something new, then go back and rework that something AGAIN because the patch shifted things around

They're obsessed with having the game balanced at all stages but they have reworked stats like 5 times at this point

Should release all the content and THEN make sure it's balanced, although im no dev so who knows
 

Teut Busnet

Cipher
Patron
Joined
Dec 31, 2016
Messages
975
Codex Year of the Donut
Main fault I see with the release schedule is that they rework something, then add something new, then go back and rework that something AGAIN because the patch shifted things around

They're obsessed with having the game balanced at all stages but they have reworked stats like 5 times at this point

Should release all the content and THEN make sure it's balanced, although im no dev so who knows
I suspect this is happening to disguise how little progress is actually made. Juggling around some numbers is not getting in the way of finishing the talent trees or whatever.

When the guy who programmed MWO for piranha games left, they had trouble changing/adding anything to the game. I heard likewise happened with Cyanide and their 'Cycling Manager'. Both didn't mind, as long as they could still sell mech-packs / an almost unchanged yearly version fiddling around with minor maechanics and some spin.

Wouldn't be surprised if something similar happened here.
 

PapaPetro

Guest
What's a word for that describes something that isn't Vaporware but is eternally strung along in Early Access, drip fed with trite updates?
 

Zboj Lamignat

Arcane
Joined
Feb 15, 2012
Messages
5,805
What's a word for that describes something that isn't Vaporware but is eternally strung along in Early Access, drip fed with trite updates?
Still vaporware. Other terms are only needed as a cope for the gullible, particularly if they got shafted for money.
 

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