New friends/foes coming next update.

The next major update will have 12 new characters to run into while exploring the Tower’s new floors, T:13 to T:15. Here’s a screenshot of the character texture atlas including the art for the 12 new guys: Scarab, Irikyou, Kuchisake, Shoggoth, Jinn, Bonnachon, Ben Nefilin, Manananagal, Archangel, Ninsaki (a unique demon), Adria (a hero), and Breska (a summoner.)

CharacterAtlas

 

Still adjusting to juggling my new job with work on Demon, but things are still moving along, if a little bit slower than before. :) I’ll post another update when this build is nearing completion. :)

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7/22: Small Update with Bug Fixes

Slowly working Demon back into my newly modified schedule. :) Have some bug fixes!

Update Notes, 7/22/2014

Balance
- All enemy characters on a level are fully healed when you leave that level.
- Nerfed the Lifegiver modifier by giving it some less useful ablities it can possibly generate with.
- Nerfed enemy summoners slightly by forbidding “modified demon” abilities from being passed out so much.

Interface
- Swap messages are suppressed outside of combat.
- The mouse no longer triggers tooltips when the window is not in focus.

Bug Fixes
- Fixed a bug that could cause allies to take the long way around to enemies in rare circumstances.
- Fixed a bug causing the opening title to sometimes flicker white unintentionally.
- Fixed a bug causing the Portal Search button to stay lit if used when there are no known portals.
- Fixed a bug where attempting to hold Alt (such as for Alt+PrintScreen for screen shots) triggered manual reminders.
- Fixed a bug that caused a monster’s health rating to be “Dead” if it had more than 100 MaxHP and less than 1% HP.

Short Delay for Life :P

I started work again this week, so I imagine there will be a (hopefully very) brief period of time where I’m not too active while I adjust to my new schedule/workload. I plan to continue working on Demon at a fairly good clip even with the new job, though there’s no denying I’ll have less time for it.

Next update will add T:13 to T:15 to the tower, which includes 9 demons, 1 unique demon, 1 summoner, 1 hero, and the new abilities therein. :) I’ve started the design work already, and will be moving onto art next. I’ll post some pictures once I’ve gotten some good progress on the art :D

7/12 build is up! Beware of enemy summoners and new unique demons!

Builds link: https://drive.google.com/folderview?id=0B-sx_4eW-B5hWnhNZlRPclZLeUU&usp=drive_web

Also finally got it to where messages for things you don’t see happening no longer post to the message log. :) But, the new enemy summoners are the big deal. Enjoy!

Update Notes, 7/11/2014

New: Enemy Summoners
- Enemy summoners now exist as possible encounters!
- Like you, enemy summoners choose, train, summon, and unsummon their allies.
- Enemy summoners’ minions cannot be recruited until the summoner is defeated.
- But what happens to demons not currently active when a summoner is defeated anyway…?

Content
- Two new unique demons have been spotted in the tower, one near the lower levels, and one near the middle.
- Two enemy summoners, one near the middle of the tower, and one near the current top, are reportedly taking on all comers.

Balance
- Juggernaut is now much more effective.
- The cooldowns on all Endure-cooldown abilities have been reduced. (This is mostly just a buff for Unconquerable, the passive which actually allows Endure cooldowns to decrease during combat.)
- Cleansing Dance and Slash Dance are now treated as movement abilities for various purposes (Swiftness, Evade Step.)

Bug Fixes
- Messages for actions the player did not see happen no longer appear in the message log.
- Fixed a bug where being Stunned while Sleeping could cause the player to gain a turn in which they could do nothing.
- Fixed a bug where cooldowns for Endure abilities were displayed improperly.

Welp

Enemy Summoner Screenshots

New build is getting close to being done! Here’s a few screenshots related to enemy summoners!

EnemySummoner

Ludoc is the first summoner you’re likely to meet…and yep, if Headless didn’t spawn earlier in the game, you may see him as one of Ludoc’s pals. As you can see, just like you, enemy summoners will unsummon and summon their allies as needed. And of course, no recruiting their allies (at least, not while the summoner is still alive…)

RelicExplosion1

Killing a summoner causes their relic to go a bit nuts…
RelicExplosion2

…releasing all of the demons at once, though with various Mind-flavor bad status. However, at this point you can recruit them. Enemy summoners customize their demons just like you do, so they may have some very powerful allies you can snag if you play your cards right.

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Coming soon: Enemy summoners :D

Hope everyone had a good holiday weekend. :) Working on adding enemy summoners to the game for the next build, to give another type of encounter to die horribly to… er.. I mean enjoy, enioy. :D Will post screenshots fairly soon hopefully. :D

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6/27: Standard Actions hotkey bar and some other usability upgrades

Link to the builds: https://drive.google.com/folderview?id=0B-sx_4eW-B5hWnhNZlRPclZLeUU&usp=drive_web

Yes, another UI patch. I know, I know. I want to get back to content too! And, soon enough, I will. :) Anyway, here are the notes. :P

Update Notes, 6/27/2014

New
- Added a hotkey bar for general summoner abilities.

Balance
- Weigh Sin is now smite-targetted, cheaper SP cost, and has a short Light cooldown.
- Dark Omen is now smite-targetted, cheaper SP cost, and has a short Dark cooldown.

UI
- Hotkey buttons that are ‘in use’ now light up (and all others dim)
- Items are now automatically picked up when you enter a cell containing any. This does not take any game time.
- As a result, there is no longer a pickup/get command, so g no longer does anything.
- Portal search is now shift+P instead of ctrl+P.
- Auto-explore now takes you to portals on the level when used after the level is fully explored.
- Added a reminder about how to use portals when you enter a cell containing one.

Bug Fixes
- Auto-explore now finds all items in a level, for real this time.

 

A screenshot of the new standard action hotkey bar:

Yay

 

And one of a new feature where “in use” hotkey buttons light up and dim the rest:

LightUp

 

Dry stuff. :P But, I’m planning to invite more new folks  to play soon, and this sorta thing is kinda important for that. :) Next build (barring any horrible bugs) will be content though. :D

6/23 Build: In Game Manual And Some Tweaks

Link to the 6/23 builds: https://drive.google.com/folderview?id=0B-sx_4eW-B5hWnhNZlRPclZLeUU&usp=drive_web

Update Notes, 6/23/2014

New!
- Added in-game documentation! Hit ? to check it out!

Balance
- Madevra and Zaji’s normal spawn locations have been swapped.
- Cynocephali are now slightly more threatening.
- Herd Humans are now slightly more threatening.

AI
- Fixed a bug that caused the AI to ignore Guilt, Pariah, and Sleep status when choosing targets.
- Made the AI less likely to swap based on moderately low health.
- Made the AI more likely to swap based on critically low health or “disabling” status.

UI
- Added a few helpful messages for input fail cases.
- Added a distance indicator to portal listings.
- Activate Link will now default target demons who object to your party makeup, but are otherwise recruitable.
- Made all Discard menus consistent in appearance.

 

Not the most exciting of builds for current players, but it’s an important step before opening the gates a bit more. :) Here’s some screens of the new in game manual in action:

TableOfContents

 

ExplorationManual

New Build Up: Consumables and AI Swapping

Link to the 6/12 builds: https://drive.google.com/folderview?id=0B-sx_4eW-B5hWnhNZlRPclZLeUU&usp=drive_web

Major changes:

  • The AI is now capable of using the “swap” manuever and uses it quite often.
  • Generally speaking, level, stats, ability set, and current condition of the two entities involved determine whether the AI will swap.
  • In regards to abilities: direct combat abilities (melee attacks, ranged attacks, etc.) make an AI more likely to swap.
  • A large number of new consumables have been added to the game as well, with a corresponding increase in item spawning of 50%.
  • Demons that require you to discard all allies of certain ‘types’ now force you to do it manually before allowing you to speak to them: this way you can spend training points and what not as you please. Use Shift+D to discard allies (this list shows the ‘types’ of demons as well, for easy comparison to the types your potential ally objects to.) A demon’s types can also be viewed on page 3 of its character sheet (use <- and -> to change pages when viewing a character sheet.)
  • Demons that ask you to feed them allies of your choice now allow you to use that ally’s training points before completing the sacrifice. Isn’t that polite of them?

Other changes/fixes:

  • Kill Order (‘c’ key) is now a free action: it does not take a turn to use.
  • The AI is somewhat better about not getting “stuck” around corners during combat.
  • Poison Breath has been nerfed a bit.
  • Fire Breath has been nerfed a bit.
  • Lucky Dodge has been taken outside and beaten soundly with a nerf bat… and may yet be too powerful. :P

Apparently it’s good to post some screenshots when you do new builds, so here’s a couple. :)

Items

The full list of available consumables. What do these things all do? :D

BadCrowd

The new discard demon interface (shift+d to access.)

Have fun, and please lemme know if you run into any problems. :) Thanks!

Philosophy, and a new version coming soon

There’s a few principles guiding Demon’s development that I think of a philosophy. I’m going to ramble a little about one of them today, namely: challenge should not derive from ignorance, but rather from attempting to choose the correct responses to a given encounter for which all the relevant information is available.

So: why?

I find ignorance-as-challenge to be a fairly terrible way to go about encounter design. It is, for me at least, very frustrating to lose a game because of a caveat of the rules or a particular encounter that was not “announced” until you had been defeated by it: consider times when you’ve ever been learning a new board or card  game with a friend and tripped over some rule they forgot to mention or that you misunderstood. Even if they’re a good friend and teacher and let you take back the mistake, it still feels crappy. It feels much worse in a computer game when the computer (not being a good friend) doesn’t let you take back the “newb mistake”, and a hundred times worse still in a game like Demon which features permanent death and no reloading of past saved games.

Defeats caused by mistakes of tactics or strategy, on the other hand, feel differently to me. I don’t like losing in general, of course, few do. :P But, in these cases, I usually feel like I had a chance (i.e. it felt “fair”), and at least as importantly, I can potentially identify ways to meaningfully improve as a player by analysis of the my plays and the choices I made to find the mistakes. I think these are important factors in helping a player accept defeat, which is definitely going to be important in a game that will likely hand players that fate over and over again, and with the added sting of permanent death to boot.

Alright, we’ve got why? So how do you fight it?

The main methods you can use to fight this are: 1) making sure your game provides all the information necessary to play it, and/or 2) giving the player the opportunity to safely learn the information before being truly penalized. The second is a shakier approach, since that “leeway” will often make the encounter unnecessarily easy once the player learns what is required, so I tend to prefer the first method. To a large degree, Demon already meets this goal in its major elements: players have access to wiki-like information to any demon they can see, including stats, resistances, and abilities (including detailed descriptions.)

But, I do still make mistakes on this point regardless. It’s difficult to pretend ignorance about my own game, which leads to things like the recently added negotiation mechanic where a monster will demand you discard all monsters of certain types (such as undead, demonic) without giving you the chance to spend their training points. A player who knows this is going to happen would of course spend the training points before beginning the negotiation. A player who is unaware this will happen will walk in and suddenly be faced with either failing the negotiation by refusing, or giving up the opportunity to spend training points by accepting, and their only mistake was not knowing something the game made no effort to tell them. This can be highly frustrating, particularly if you *would* be willing to give up the monsters had you spent their training points first, in which case the game’s failure to provide this vital information up front has caused you harm through no fault of your own.

The next version of Demon will fix this problem, by making having no monsters of “bad” types a pre-req for even beginning a negotiation with monsters who care about such things: it will not be possible to even initiate the attempt without manually discarding the “bad” allies (which of course means you have plenty of opportunity to spend their training points as you like.)

GrumpyGoblin

With this change, the information is now being provided up front: the player knows exactly what the stakes and rules are. Mistakes can certainly still occur (wouldn’t be much of a game otherwise :D ), but they will now be mistakes in the player’s decision making processes: mistakes that the player can accept and learn from.

P.S.: The next version, btw, will also have a greatly expanded collection of consumable items. More on those with the new version announcement post!

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