Sunday 29 September 2013

Gone Bright

Got some things to work on now, and a few submissions.
Huzzah!

Game isn't dead yet!

Thursday 26 September 2013

Gone dark.


 I don't know what to add, I havn't gotten any submissions, and I havn't managed to do any writing myself.

 Game is totally stalled right now, no updates in the works.

 Ho hum.

Saturday 14 September 2013

Should equipment be percentages?

I was just considering that, since the game is made to go on indefinably, it might make more sense to give items a percentage increase in stats instead of a flat number.

 This would make strong items weaker early on, but all items stronger later on.

 Let me know what you think in the comments.

 PS: Disabling needing to log in to comment worked quite well it seems.

Wednesday 11 September 2013

New Version Uploaded

Just uploaded a new version with a few significant new features.

The biggest, I'd say, is the new combat system: Rogue!
Will be added to the Information page shortly, but it's not hard to understand.
Press space to toss a pair of dice. If you roll more, you hit them, less they hit you.
The higher the discrepancy the more damage is done.
While this battle system seems slow at first, the numbers are far higher.

This mode is great for players that have poor reflexes and cannot beat the current systems, as well for players that have too good reflexes and can never lose with the current systems (like me!)

Another new system for this versions: Mystery Potions!

All potions now appear as a colour, instead of a proper name. (Eg, White Potion, Blue Potion ect.)
When you drink a coloured potion, you will receive the effect of that potion and from then on all of that colour will appear as it's name, and all the ones in your inventory will change names.

 For example: If you have 4 Blue Potions, and Use one, you might discover it's a Teleport potion! You will Teleport as a result of drinking one, and you will notice the 3 remaining Blue Potions have changed into Teleport Potions in your inventory! From that point on you will not find Blue Potions and instead find Teleport Potions.
 However, what colour corresponds to what potion will change every time you play!

 Note that drinking per-identified potions from Milryth's shop will not identify them.

There is also the new Poison system.
Instead of each bad item changing the player once (like old Fly Biscuits) this new system instead applys a Poison. The Poison will change the player every few steps (it's random) until they are fully transformed, leave the floor, or drink an Antidote Potion. Multiple applications of the poison will reduce the number of steps you can take before transforming.
 However, the same potion that risks poisoning you can also be quite helpful, as it has two possible positive buffs that you may get instead! It's up to you to evaluate the risk.

 The new Buff/Debuff icons I am quite fond of. They were a quick idea I had when I couldn't think of a way to display certain buffs that were previously hidden. You may mouse over them for a bit more info in some cases. Currently they are somewhat limited, as there are only 4 buffs/debuffs in the game that count for them. Stat changes do not display them because of how stat changes work.
 I could add icons showing that a certain stat is raised and by how much, but not have icons for each source of the increased stats.

 Also, I have disabled needing to log into to comment, so maybe that will make me feel less like I am typing to nobody.

Wednesday 4 September 2013

Not Dead

I am still occasionally working on Halls of Degeneration.
Adding a few new mechanics, like random potions and poisons.

I'd still like to add that inanimate transformation escape mechanic, but no one submitted anything.