Wednesday, December 14, 2011

Dev Notes [12/12/11 - 12/13/11] - Slogging away

12/12/2011  Now it's time for the dungeon issues. If you remember the breakdown from the last B12 report, there were an awful lot of these, but it's all basically little ways to make going underneath the towns more entertaining. The list is mostly bugs and cosmetic changes, along with the main issue of grouping the dungeon inhabitants from world gen into sensible living areas (they are scattered pretty badly right now). It'll take more than this release to have a really good dungeon diving experience, but it'll be more interesting than wiping out an isolated night creature in its lair, anyway. 
12/13/2011  Sewer ramps and crossings, sewer elevation issues. A bridge problem came up that left the city walls empty... now I'm working on a dungeon room that's getting pinched down to nothing. And sock-wearing kobolds that have little coats and caps for some reason. Adventurers in world gen go down into the dungeons and sometimes run into trouble, and there are criminal gangs down there, and hopefully that'll be enough to get objects down there for you to find. The fewer spontaneously generated objects the better, but we'll make concessions for now if they are too boring.

Toady has started on the dungeon issues, which he assures us are numerous but not as timing consuming. If we are to believe the monthly report, there are perhaps 50 such issues. not including any issues he discovers along the way.

Also, perhaps it's due to this time of year, but I can't help but think the idea of a sock-wearing kobold in a little cap and coat is ridiculously adorable


Close enough

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