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May 14th Update

  • Somber
  • 05/14/2023 12:20 PM
  • 699 views
Hello everyone!
I am here to update you on what I have accomplished this week. To start off, dungeons have been completely revamped from their original state, and most maps now (except for overworld maps) will have sub-areas.

New Dungeon Mechanics
Dungeons have been completely changed. They still have their original concept of Normal, Hard, and Abyss modes and cooldown, but this update is more about the dungeon's mechanics. It runs entirely on RNG and there is no script involved.

To start off, all dungeons have been placed on a single map. Mainly to reduce over usage of maps. (Picture down below is one such map as a reference)


How the new dungeon mechanic works is quite complicated for someone like me, but it did take a long time to work on it and perfect it. When you first enter a dungeon it will randomly choose a number from 1-4.
Each number represents the number of enemies and treasure chests. 1 of course being the absolute minimum, and 4 being the highest amount of chests and enemies.
Opening a treasure chest is about the same mechanic, but it doesn't give you loot right away instead, it gives out item ranks from ranks A-D and S Rank. (Tiers from Highest to Lowest are: S, A, B, C, D) It will go through 2 different common events, one for rarity and one for how many item ranks you get. Both are completely random. This makes each playthrough of the 100% unique.

Towards the end of the dungeon, after beating the dungeon boss, the number of item ranks you have will be tallied up at the end and loot will be distributed to you. This is also random. Any S Tier rank will give you a guaranteed Legendary weapon, A tier has a chance of giving you a Legendary, but a higher chance of giving you a Rare item instead. B Tier is a guaranteed Rare item, C Tier is a guaranteed uncommon item, and D tier are your normal stock items.

New Map Regions
In most maps now there are sub-areas. As the game is a completely open world, this helps out to those that are easily lost. Most NPCs will take talk about certain areas that won't be displayed on the map title, so I have regions to help name out certain areas around the map.
(Image below is an example of the region layout)

Even though it's a small detail, it's a great way to help those that are easily lost in the location they are in. It also helps to immerse the player into the world as well.

I'll be posting another update at the start of next month :)
~Somber

Posts

Pages: 1
author=Jpratt
Interesting dungeon mechanic.
I think it’ll be fun imo. Keeps things spicy
OzzyTheOne
Future Ruler of Gam Mak
4696
Sounds like a bunch of work invested to improve the game in some nice ways. Keep up the great work! I like to get a peek to the behind the scenes eventing and scripting of projects to see how others find solutions to problems they face in their projects.

I specially like how you're using regions to name sub-areas inside a map, clever way to do it imo.
author=OzzyTheOne
Sounds like a bunch of work invested to improve the game in some nice ways. Keep up the great work! I like to get a peek to the behind the scenes eventing and scripting of projects to see how others find solutions to problems they face in their projects.

I specially like how you're using regions to name sub-areas inside a map, clever way to do it imo.
I can show off a few next update! It may be hard to do since most mechanics are common events and just for one mechanic I have roughly 15+ to distribute loot of all variants.

Also the whole sub-area idea was a concept but I’m glad it turned out better than I expected!
OzzyTheOne
Future Ruler of Gam Mak
4696
Keep up the great work, even some small updates and tweaks that aren't worth tpyng a blog about are progress in the grand scheme of things, and it's usually those small tweaks that make something better that really satisfy you because they're usually the culmination of a system/idea that you've worked on for a while.
Pages: 1