Up next: Improved consumables

I’m currently working on a fairly major revamp of the consumables in Demon: I’ll be going from 11 items to over 30 in the process, including some rather interesting goodies I don’t want to spoil.

The major goals of the revamp are:

* Standardize items into ‘types’ a bit to help with understanding what items do and how they are used (i.e.: Runes are things you use on enemies, Stones are things you use on single allies, Essences are things you use only on the main character, etc.)
* Add some consumables that, rather than just being ‘save me from bad things’, are exciting treasures that do awesome things, such as permanent stat boosts, extra training points for your favorite allies, etc.

I’m still working on implementing the items, but the art is already complete, so I can share that with you. :)

ItemAtlas

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11/12: Welcome laptops and Retina displays!

Link to builds: https://www.dropbox.com/sh/akfvy4z8fmsavdm/AACrg9QrE7tcXDtLQOsYb_7Ga?dl=0

This post is actually a bit late, with apologies, the build’s been up for a few days. :) Finally got laptops and Retina displays working by adding support for a smaller resolution (1080 x 720 in addition to the previous 1152 x 864) and tweaking my sprite code a bit. (“Sprite code?” you ask? Yeah, Demon started before Unity 2D was around, so I still use my own stuff. :) )

If you tried playing before on a laptop or Retina display and had trouble, give the new build a go and things should be much better. :D

One note: The resolution Demon runs at is chosen by Demon itself when you run it: it will pick the best of the two your system can support. :) No need to select it manually.

Here’s a couple of screenshots of the two resolutions (1152 x 864 followed by 1080 x 720):

DemonNormalSize

DemonSmallerSize

11/1: Download Hosting Switch and another Sharing Saturday

NEW Build Link (older links no longer valid!): https://www.dropbox.com/sh/akfvy4z8fmsavdm/AACrg9QrE7tcXDtLQOsYb_7Ga?dl=0

Switched to Dropbox for build hosting because even I was tired of Google Drive’s “how do I download the thing” interface issues. Dropbox can occasionally cause Chrome to throw ridiculously overblown warnings about downloading .exes, but I’m hoping that won’t happen much. :P And now, to the update notes!

Update Notes, 11/1/2014

Interface
- Continuing to adjust ‘new player help’ features, such as hint banners for summoning and
recruiting on the party display, and glowing buttons in the hotkey bar when there context
is relevant.
- Recruit, Item, and Train now display glowing hotkey buttons when appropriate.

Bug Fixes
- Fixed a bug causing Distract, along among debuffs, to not target through enemies.
- Fixed a bug with the grammar engine that caused improper pronoun usage in some cases for uniques.
- Fixed a bug with Poison Needle’s icon.
- Fixed a bug with how enemy summoners reacted to player portal usage.

A screenshot of what some of the new player help features look like in action:

NewPlayerHelp

10/25: Sharing Saturday Build

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

Added some very minor “new player help” functionality to address issues players have had picking up on the summoning mechanics, as well as fixed a number of minor to moderate bugs. :)

Update Notes, 10/25/2014

Interface
- Added purple “hint” glows to Summon, Dismiss, and Rest when you should consider using them
to help new players get a bit of a nudge in the direction of Demon’s summoning mechanics.
- Will probably add more of these and/or make adjusts to how they work in future builds.

Bug Fixes
- Bloodlust no longer falsely claims to restore SP on missed attacks.
- Improved Adria’s AI further, maybe this time it will stick :P
- Fixed several interface/AI bugs related to “protect the target” capture mechanics.
- Sleep no longer sometimes gives a double turn to the victim once they wake up.
- Spin Slash now uses the correct messaging ‘verb’.

10/21: A Few Quick Fixes

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

Adjusting the manual and the very early game a little bit to be slightly more welcoming to new folks. :) Demon does have some fairly unique and interesting mechanics to learn after all, even for roguelike veterans. :D

Update Notes, 10/21/2014

Interface
- Did a moderate revamp of the manual, adding a tips section and consolidating party
management (recruiting, summoning, etc.) into its own section.

Balance
- Adjusted the encounters on Tower:1 slightly.
- Adjusted Cunning, making it more important to have it if you want status effects to land.

Bug Fixes
- Fixed an incorrect icon bug on Terrifying.

10/18: Grand Opening

Hi there! :) Welcome! Sit down and have a build of Demon, a new monster collection roguelike for PC and Mac!

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

Demon is a game born from a rather odd pair of parents: roguelike dungeon crawlers such as Rogue, Tales of Maj’Eyal, and Dungeon Crawl Stone Soup; and monster collection/breeding games such as Pokemon and Shin Megami Tensei.

Players take up the mantle of a Summoner, a human who by finding one of many strange Relics has gained the ability to use monstrous powers as well as the capacity to recruit and summon monsters as allies. The Relic eventually learns to mimic the specific powers of these companions and can also be used to pass powers from one monster to another. But with these gifts comes a curse: Relics invariably draw their owners to a mysterious tower from which none ever seem to return…

Demon is currently late pre-Alpha (which means not quite all game systems are implemented yet, to say nothing of content!), but there is more than enough put together where you can have some fun… and many, many deaths. :)

Here are some screenshots of the game in action, but really, I gave you the build link almost two hundred words ago. :D Go see for yourself!

TwoGoblins
Barely a half-dozen steps in, a new summoner encounters two goblins lurking around a corner…

GoblinLink1
A straight fight is certainly an option, but in Demon it is not the only one…

GoblinLink3
Well that went well. :)

IlombaLink
It isn’t all about talk when it comes to recruiting. Different demons require you to do different things to convince them to join you.

LearnAbility
Learn new abilities from your chosen allies…

CustomAllies
…and customize theirs in turn.

Survive
Will you survive to reach the tower’s top floor?

 

Next build (and the new forum) in testing

Apologies for another brief update, but quite busy in Ferretdev land at the moment. :) Things are coming along well with the next build (which has evolved into a pretty big list of good polishy stuff that’s probably long overdue), and I hope to release the next build this weekend, followed shortly by opening up the shiny new forums annnnnddd… well, the and will have to wait a little longer. :D

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Feature Creep :P

Still working on the polish build. :) I have some feedback-related features not on the original schedule to incorporate before it is ready, apologies on the delay, but I think the goodies will be worth the wait. :)

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A bit of polish coming soon

Taking a little time to polish things up and do a bit of bug fixing before the next major build. Coming soon:

* Much improved cooperation from the UI when targetting area effect attacks.
* Scoring!
* In-game display of what floor you are on (about time, no? :P )
* The ability to view your party after death.
* …and various other small fixes, polishes, and tweaks.

Here’s a screenshot showing a little of what’s going in so far.

Score

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9/22: New Stat System Online!

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

This build changes up the stat system in Demon significantly. You still have the same five primary stats (formerly called traits): Strength, Magic, Vitality, Agility, Cunning. However, they are now represented by numerical values, have much simpler effects, and go up when your level goes up. More interestingly, when the main character’s level increases, you can assign the points yourself, in whatever manner you choose.

The new simpler effects of each stat are:

Strength: Increases physical damage.
Magic: Increases magical damage and healing.
Vitality: Increases maximum HP.
Agility: Increases accuracy and evasion.
Cunning: Increases chance to apply negative effects.

The new system gives you much more control over your main character’s development and is hopefully easier to understand and more rewarding in terms of progression. :)

IceElecStart
What an Ice/Electricity character’s starting stats are.

ZombieNewStats
And a zombie’s stats in the new system.