Meet the next 19 demons!

As promised, here are all 19 new demons together. :D

TheNewNineteen

From top-left to bottom-right: Acheri, Akateko, Banshee, Bmola, Chindi, Demas, Echeneis, Eloko, Huo Shu, Lilim, Oni, Raicho, Ruler, Shisa, Unicorn, Vishap, Will O’ Wisp, Yeti, and Zar. :)

Next step is getting icons for their new abilities and then, on to implementation. :)

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New Character Art Coming Along Nicely

The new character art is coming along nicely. :) About halfway done so far. :D I’ll eventually show all of them together when I finish, but for now, let’s meet the four new starter monsters:

Huo Shu, a rodent that can emit heat and flame:

Will O’ Wisp, a ghost that lures people to various dangers:

Echeneis, a fish that attaches itself to ships to slow or stop their movement:

And finally Raicho, a bird that is often seen during thunderstorms:

Hope everyone is enjoying the 2/14 build. :) See you again next week. :D

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Nineteen new friends and/or foes

Finished the research & design phase for the new monsters coming in the next Demon content push. :) Nineteen new enemies (friends?) coming up: Remora, Will o’ Wisp, Huo Shu, Raicho, Lilim, Acheri, Bmola, Zar, Demas, Chindi, Akateko, Eloko, Shisa, Oni, Banshee, Vishap, Unicorn, Wendigo, and Ruler.

Now to get started on the art. :)

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2/1: It’s A Brave New Tower

The 2/1 builds (PC, Mac, and Linux) are ready! You can download them at the usual link: https://drive.google.com/folderview?id=0B-sx_4eW-B5hWnhNZlRPclZLeUU&usp=drive_web

The update notes are pretty extensive this time, so I’ll stick to a summary of the major changes.

Major Changes
- The new style of dungeon art is in for the Tower, and it is quite sharp looking. :)
- Fire attacks now have a chance to cause Ignite, a brief damage over time status effect.
- Several significant balance tweaks have been made to smooth out several issues noted by playtesters. The general flavor of these has been towards making the game a bit faster paced, meaner tempered, and a bit better balanced overall between different demons.
- The base hit rate for damaging abilities has been raised, from 70% to 85%.
- SP costs for many abilities (damage abilities in particular) have been significantly reduced.
- Resistances and weaknesses now have a much greater impact: be *very* aware of your main character’s weakness and what enemies can hit it!
- Direct healing (Healing Charm, Mending, etc.) is somewhat more powerful, passive and indirect healing (Regen, Flesheater, etc.) somewhat less so.
- Scores now lean a bit higher, especially for early game deaths. Scores from this version onward should be considered to be on a different scale than pre-2/1 scores, and thus not particularly fit for comparison.
- You can now press ‘x’ to open up a targeting interface for examining characters (same effect as right-clicking them.)

And finally, a teaser screenshot showing off the new dungeon art and Ignite status:

Ignite

Next up, time for a content push! :) Until next time, good luck (you’re going to need it more than ever!)

 

Next Build Almost Ready

The next build is almost ready. :) In addition to the snazzy new dungeon art will be a significant number of balance changes, UI improvements, and bug fixes designed to improve the overall experience. The following screenshot provides a pretty good summary of everything but the balance changes: it shows off the new dungeon look as well as some of the new UI tweaks (such as the borders around windows, the new Examine and Save game hotkeys.)

ImprovementsThusFar

I hope to finish the last bits of work on the build by the end of the week, and once it passes through some testing successfully, I’ll make it available for download. Next up after this: a content push!

Dungeon Art Progress

Bit slammed at work this week, but didn’t want to get too behind on the weekly update. :) Here’s a screenshot of the current progress on the dungeon art for the lower levels of the tower. Still no variant tiles, but the wall and floor look pretty amazing even already. :)

MaybeBlueGrey

Also fixed some fun bugs and did a bit of polish when I wasn’t in an art mood, but more on those can wait for the build notes. :D

Oblique Dungeon Art And 1/4 Version’s First Win

Hey folks. :) Two bits to share. :D First, one of the major features of this build will be a revamp of how dungeons look in Demon. Here’s a peek of a rough draft so the new obliqueness. :D

NewDungeonLook

Still need to do ‘variant’ tiles (the torches on walls, eyes peeking out from gaps between bricks, damaged walls, etc.) that I had before in the new style, but even just vanilla like this, I think it looks much better.

The other bit is I’m happy to report the first recorded 1/4 version win, by chillblain! Good jarb! Here’s the screen cap he posted showing his victory:

First1_4Win

Hope everyone’s enjoying the new build and having a great 2015 so far. :) Check back soon, I should have more of the new oblique dungeon art to show by next week!

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