6/14: Polish, Polish, Polish

New build is out, links to the right have been updated. :D

In this build, I’m taking care of some polish tasks before moving on to  mouse controls. :) Overall gameplay balance, AI, and UI have all received some improvements. :D

Big ticket items:

  • Support abilities (buffs and heals) no longer require clear lines of fire.
  • Several area effect projectiles (mostly Rune effects, but also one ability: Fireball) can now be aimed short of their maximum range, making them a bit easier to use.
  • Sleep and Charm have been slightly reduced in duration.
  • Group movement no longer lets faster allies range far ahead of the player.
  • The UI will warn you when attempting to use hostile abilities when all enemy targets are immune to them.
  • Demons are now much more persistent about pursuit. Beware!
  • Further adjustments to how different groups of the same faction communicate with each other: enemies a bit less effectively (to further reduce swarming behaviors), allies a bit more effectively (so that player allies support friendly link targets better.

Enjoy! :D

6/5: Hiding Between One And Two

A new build already? Yep. :D

6/5 adds Demon’s first (non placeholder that is!) side-dungeon! Look for the dark stairs on the tower’s second floor!

SpookyStairway

But, keep in mind, each side-dungeon only has a chance of appearing: they aren’t constant fixtures of the dungeon. For the new one, the chance is currently 50%, so you won’t see it every game.

Also made some other small balance and AI tweaks, but nothing too major or exciting. 6/5 still uses the same scoring model, so players running 6/5 can compete with 5/30 scores fairly. :)

Good luck, and as always, feedback is welcome and appreciated. :) I want to make the best roguelike I can, after all, and that means a steady diet of good feedback. :D

5/30: Keeping Score

Build links to the right have been updated with the 5/30 build. :) The major new feature of this build is the online scoreboard: when your games end, your character name (also a new feature :P ) and score will be sent up to the server and then shown to you alongside similarly ranked scores so you can see where you ended up at. You can press \ in game to view the top 20 scores as well.

Of course…

EmptyScoreboard

…the scoreboard is empty right now, so it would be pretty easy to get in the top 20. :D Based on past feedback, even a score of several hundred will probably last for quite sometime: Demon’s pretty tough. :)

Also in this build:

  • You can now name the main character.
  • Removed all trait-based recruitments restrictions and requirements. These weren’t a lot of fun, and were making balance kind of a pain too since it meant there were some abilities that were mutually exclusive (i.e: If you had Demon A that gives Ability N, you can’t recruit Demon B that gives Ability T, so N and T are mutually exclusive.)
  • Slightly rebalanced T:1 and T:2 to be a bit gentler an introduction to the game.
  • Enemies no longer spawn particularly close to portals.
  • Enemy groups communicate less with each other, making it less likely the player will be swarmed by very large hordes.
  • Infection only halves Stamina regeneration instead of completely removing it.
  • The main character’s healing/restorative abilities, if any, will automatically be used when Resting to reduce downtime. (This is particularly important for builds that drain maximum health from enemies, since excess MaxHP decays over time.)
  • Skipping VFX (by pressing any key during them) also skips non-critical message prompts.

Good luck! I’ll post another update soon about what I am working on next. :D

Almost time for a new build…

Getting very close now to being ready to release the next build now: most of what’s left is some polish and testing. Network stuff’s new to me, so I’m being a little extra cautious on this one. :)

The next build will also include some other changes, such as the ability to name characters (necessary for the high score list to make any sense!), and some balance/gameplay changes including but not limited to:

  • T:1 and T:2 have been adjusted to be a bit less of a meat grinder and a bit more reliably sane. In particular: Will O’ Wisps and Freybugs have swapped locations (Wisps now appear on T:2 instead of T:1, and Freybugs take their place as a T:1 monster), and Raicho are now weak to Slash, Impact, and Pierce (in addition to Body and Mind, which they were weak to before.) I want a tough-as-nails roguelike, not an unfair one. :P
  • All trait-based requirements/restrictions on recruiting monsters have been removed. Frankly, these weren’t a lot of fun and were making balancing a pain since it meant you could find yourself excluded from large numbers of  abilities unless you were willing to completely rewire your party around getting them.
  • Hitting any key to “speed up” turns in progress will now automatically skip message log “more” prompts that are related to lots of messages coming in at once (though it will still pause and make you clear “next” prompts, which occur for very important messages, usually related to immediate danger.)
  • Light and Dark “smite” abilities have been adjusted, based on how common their condition is, and how easily the condition is averted. As a result, some got stronger (Agony), some didn’t really change (Blight),  some got a little weaker (Punish), and some now act completely differently (Exorcism and Bane now do damage based on the target’s remaining HP, for example.) Also, Easg Saint now get Humble instead of Punish, so that the first introduction to smiting is one that can’t be fatal. :)
  • Made the friendly demon indicator a bit easier to see (it’s now almost-neon green instead of a subtle blue.)

Up Next: High Score tracking via server!

Devil Survivor 2: Record Breaker vacation is winding down now (not that I’m anywhere near done with the game itself, it’s huge!), so it’s back to work on Demon. :) Next up will be tracking high scores via a server so that people will actually believe me when I tell them a score of 300 is actually rather good. :D

Here’s a screenshot of the game displaying the scoreboard using some obvious junk data… but, it is obvious junk data being loaded up from the server. Most of the early work has unfortunately been a bit more boring and difficult to make exciting to talk about: stuff like writing code to handle problems like losing your internet connection, retrying on a failure if the user wants, interfaces for communicating all that, bleh. Good news is, all that sort of stuff I only have to do once and then it’s there for any other server-based stuff I want to do, like say, perhaps Relic Wraiths. :) (Think typical roguelike ghosts… but for Demon. :D ) Not quite ready for those yet, for now I’m starting simple so I can focus most of my efforts on getting the framework and basics in properly.

TestDataScoreboard

Oh, and a shout out and thank you to Keylan (Jason) for helping me with the backend portion of this. Thanks Keylan! :D

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Devil Survivor 2: Record Breaker break :D

Tomorrow, Devil Survivor 2: Record Breaker comes out. :D Given one of Demon’s inspirations is the Shin Megami Tensei series, as usual, Demon time for the next week or so will be diverted to enjoying this new entry. :) I hope everyone is enjoying the 4/26 build!

4/26: 33 Raichos is 30 Too Many!

Build links to the right have been updated to the 4/26 build, which makes some balance tweaks and fixes some bugs, including certain nasty errors in the spawn tables… even especially evil-tempered roguelikes like Demon shouldn’t be throwing 33 monsters at you in one encounter. :P

Picture1

Let’s Talk About Challenge

Hey folks! As promised, a few words about the desired challenge level for Demon, where we’re at now, where we’ve been, and where we’re going.

To start with: I want Demon to be a very challenging game, *most* of the time you’re playing it. Not quite all: it’s important to give players some easier stuff now and then, to provide a break mentally, give opportunities to experiment with new strategies in (relative) safety, and to see how much better they’ve become since the days when the now easy encounter wasn’t so easy.

But aside from that, yeah, I want Demon to be challenging, but fair. It can be pretty difficult to objectively define what things like “very challenging” and “fair” mean, but I’m going to try to lay it out here, at least for Demon. (If you’ve read Dungeon Crawl Stone Soup’s documentation, or are well versed on roguelikes in general, some of this may sound familiar to you.)

  • Every death (and here I mean the player *or* even just an allied demon) can be traced back to a reasonable mistake. A mistake is reasonable if the player had access all the necessary information (presented in a clear and concise manner) and tools to avoid the mistake. Note: If the player passed on acquiring offered tools, or expended or lost them due to earlier mistakes, that does not mean they did not access! Mistakes can also be long-term in nature.
  • No death (again, the player themselves or an allied demon) should ever happen without the player or one of his allies having received at least one turn at some point between when the trouble started and when the death occurred. (Note: It is left open whether or not the player will have an opportunity to escape that fate during the turn, it will likely depend heavily on what abilities they have chosen, which demons they have allied with, how they have trained those demons, and what consumables they have conserved. It’s also worth noting I don’t say the turn must be a player turn. I admit I would prefer that, but the only way I can assure it is to make the player immune to any multiple turn loss effects such as Paralysis and Charm.)
  • A global win rate of anything greater than 0% is acceptable if all of the above facts hold true. If I have satisfied myself all of the above is true, I will be okay with where the challenge level is, even if only one person (not counting me) beats it. If it’s still completely unbeatable even when all of the above is true, only then I will consider further modifications.

All that said, if we condense down my overall goals for the desired challenge level to a number for abstraction’s sake, say, 100, the current 4/19 build is around a 105-110. Previous builds going back the last several months were probably more like 70-80. In short, I feel like the current build *is* a bit overly challenging… but not by a lot. There will be some changes, but they will be relatively minor: the current game is pretty close to what I’ve been aiming for in terms of the challenge it provides.

There will be plenty of players, even among those currently playing, who will not enjoy that level of challenge. That’s perfectly okay with me, and I hope it’s okay with them too. I consider taste in games to be no different than taste in any other sense: everyone has their own preferences, and all of them are right. Demon’s target audience is vanishingly small, but this one is for them, even if it’s no more than me and a few hundred or few thousand others.

Now, who’s ready for a nice bowl of beef vindaloo, extra spicy? :)

4/19: Fix for a rare crash, some small manual repairs

Hey folks. :) Fixed up the manual a bit (thanks Lobos!), and also squished a rare crash yaxamie helped me pin down. The crash is rare, but any crash warrants a new build ASAP so here we are. :) 4/19 is available at the links to the upper-right of the page.

By the by, the current non-Herbie record for score in 4/17+ builds is… 752. Mean build is mean. I’ll have some comments to add regarding the difficulty level of the current build a bit later, but for now I want to spread the word about the crash fix build. :) Cheers, and good luck in the tower!