Thursday, 24 October 2013

Still Alive ... still


 I'm still around and still working on Halls of Degeneration.
 I haven't been posting here much because I like to surprise my players with new content, especially new transformations.

 I've done a few things though.
 I'll discuss them here just to give the blog a bit of life.

 Nerfed all Gear
I have halved the base stat gains from all gear (rounded up). That means if it gave 12, it gives 6.
The percentages however, are the exact same.
Why? Because rare gear was absurdly overpowered early on.
 Rare equipment would allow the player to trudge through the first few floors without any difficulty or risk, one shotting most enemies with ease.
 I still want powerful equipment to matter, but not make the early game a pushover.

 Chaos Mode
I added a new mode, that causes all enemies to appear on all floors, removing all restrictions and exclusions. This games the game quite hard, but also allows appearances of enemies to be less predictable and lets you see all transformations right off the bat.
 I am considering making it unlocked upon reaching a certain floor, but right now it's an option right from the start.

Friday, 18 October 2013

Patch Posted

It was minor, just some QOL changes and bug fixes and typo corrections.

The new Rat transformation is also in game now.

Called it 0.15.5 because if I went to 0.2 I think I wouldn't have enough numbers left before 1.0.

Thursday, 17 October 2013

Writer's Aid - The new Rat Transformation

I've rewritten the entire Rat Transformation to be FAR more detailed, and I hope, interesting.

It is also far darker and possibly more disturbing.
I am hoping it will set the tone for future transformations, as well as add some 'staying power' for new players so they give the game enough of a chance to reach lower floors.

However I don't want them all to be THIS dark. Ones like the Rag Doll and alike are all fantastic as well. It needs to have that sort of variety.


But the big news here is that I am sharing it as an example.

Click Here to get it. (Warning: Contains Spoilers! I suggest playing the game first.)

It's a good example of how submissions should be formatted, and will hopefully make it easier for content creators to submit their ideas and writings.



Yes I have been in a mood for strange, dark, transformations recently. It's a think that happens.
This is why I need other writers, because if I do it alone the game will only have strange creepy things that scare more players off.
 Fortunately the Slime on Floor 1 is nice and tame.

Tuesday, 15 October 2013

New Update! Version 0.15

A new creature, and a new transformation come with this version.
It is a very odd (maybe scary for some people) one that was written by me.
I also drew the creature graphic, much to my own surprise.
Only the one major mechanic to discuss.

Every 5th Floor
So in this version your "maximum depth" is only recorded every 5 floors. Meaning you can't start on any floor higher than 1 until you reach 5. This is so that a Game Over is more impactful, and so that players can not load the game, start of their best floor, and grab the stairs down right away to increase it.
 In the future I will be making this more restricting even. I plan to have No Hunger and Pushover combat lock floor unlocks entirely, but not just yet.

Friday, 11 October 2013

New Update Posted! Version 0.1

 Uploaded Version 0.1 one just now, with some niffty features.

 As with every update, I shall now go into detail.

 Creature Loot
This was a long time coming, and I finally saw an efficent way to go about it.
It opened up a great opportunity to introduce new rarer items.
While not every creature currently drops loot, a good majority of them do, and all but one are unique new items.
 I feel this could lead to some interesting mechanics later down the line, and in the mean time make the dungeon crawl just a little more fun.

 Inanimate
I am a big fan of inanimate transformations, so I felt bad my game was unable to support them.
I've changed that now, so hurray, more progress twords  the game being as good as it can!
Break Out felt like a natural choice, since you're attempting to 'break out' of a transformation.
I'm not sure about how I handled the humanity loss when you miss though, as it's just random and does not depend on any variables.
 I may change that in the future.

 Poisons
Pre-update did you ever get turned into either of the trap transformations?
No? I thought not.
The decision to make them into poisons was discussed and well received, so it had to go in.
I've also changed the Frog poison icon to be less telling, as I prefer an air of mystery to what the player is transforming into.
 All three poisons have the same icon, but all three have a different tooltip that gives hints. (Did you know you can mouse over status icons for detailed info? I bet many people miss that.)

Player Icon
I mentioned earlier that I dislike icons and logos appearing in game. 
The transformative nature of the player in this game made it difficult to have them as anything but.
However I feel the cloak is a good way to go about it. It could cover up most changes without complaint.
The addition of icons for each ending will also aleviate the static nature of the player.
In the future I want to add a full graphic for the player that changes with them so people have an image of themselves as well, however this requires money and artistic talent I don't have.

 What's Next?
I have a few ideas in my head still that I didn't feel I needed to delay the update for.
I will be giving them an attempt over the coming days.
Of course there are fixing any possible reported bugs as well.
Hopefully I will get a few submissions and have to spend some time implementing those as well.
But what I REALLY want to do is advertise the game a little.

Wednesday, 9 October 2013

Next Version Soon

Wow everyone got all quiet after that last post!
Did I frighten all my fans off?

Anyways, version 0.1 is in the pipes, just doing some final testing.
It's not as big as last update, but has some neat stuff still.

As per request I've started using version numbers, so it's a little easier to keep track.
I felt 0.1 was a good starting point since I don't consider the game nearly done.

Monday, 7 October 2013

All about Anthros - Content Submissions explination

Remember: This rule is flexible. If you are quite happy with your work, submit it regardless and I will discuss with you ways to make it interesting if it is not. This page is simply to highlight one reason I may not accept certain works.

I wanted to address the 'rule' in the content submission page about anthropomorphic characters.

 I'll start by saying I have no contempt twords furries. Zero.
 My only issue with anthro submissions is that I feel that many of them would be too 'tame' to work.

 For example a humanoid dog, that wears human clothing, acts human, and even speaks English (or anything but barks) is unacceptable because it is too tame and, frankly, boring.
 Even with behavioral changes written in there, they would have to be extremely severe for anything like that to ever work.
 I don't want the character to be turned into a creature that could be a playable race you pick at the start of the game (if such an option existed).

 The key word I feel is: Contrast.
 The bigger the contrast the better.

 Many anthropomorphic animals would still be accepted, should they have unique, ideally humiliating or debilitating, afflictions.
 One example I gave elsewhere:

 Declined: "On no I have turned into a Raccoon Girl! I have the body shape of a female human, a big fluffy tail, and a raccoon face!"

 Accepted: "Oh no I have turned into a Tanuki Girl! I have the body shape of a female human, a bit fluffy tail, a raccoon face, a tiny cock, and a large pair of testicles that sway between my legs when I try to move!"

 (If anyone wants to write that in detail it is available by the way. *nudge nudge*)

 One is unique, kinky, humiliating and interesting.
 One is something that could be in a children's cartoon (if they were to put on some clothing)

 It's not a hard and fast rule. It's flexible if the transformation is interesting enough.

 One last important note:

You can change 'parts' of the character multiple times!
This means that you could have them mostly turn antro, then the last two stages turn them feral.
 For example in stage 2:
"Your legs are covered in coarse fur, and end in cloven hooves."
 Then later, in Stag 5:
 "Your legs are covered in coarse fur, and end in cloven hooves. You no longer stand on them alone, as they have shifted to become hind legs."

 Of course that is just a quick example, but I hope it helps people who want to write something but were worried by this rule.