Re: Pescua [title work in progress!]
Posted: Thu Jul 01, 2021 6:35 pm
Thanks all!
I added the shops and some random NPCs to Horngrim, but it still feels a bit empty. Its so hard to get a town to feel right - something enjoyable to explore, rather than a chore. I'll overhaul it a bit later on in development and try to make it feel a bit more alive and interesting. Giving it a bit more of an overall "theme" or unique identity would be a good step, but I'm not feeling the inspiration at the minute.
I'm much happier with how my dungeons are coming on. This month I've worked on an evil temple, a tomb, and a series of monster filled caves. They mainly use DungeonSoup tiles but I also made quite a few myself (eg stone doors) or adjusted them (eg the wall tiles to keep the perspective consistent). Several of the background tiles are animated, giving it a nice, dynamic feel.
I think the locations feel dangerous and different, and there are a nice balance of enemies. I'm having fun with monster attack effects to create some nice challenges - a particularly nasty one is the Wight, with two attacks that temporarily but cumulatively drain strength. They're total bastards, I love them! In other areas, giant spiders cause havoc by throwing webs at the party before charging in with poisonous bites, orc clerics throw out spells whilst their bigger brothers charge in to engage in melee, and I'm working on two types of "exploding zombies" (one gas cloud, one immediate impact damage) to shake up undead encounters - although I'm having a few difficulties getting them to work properly at the minute (If I can't figure it out I'll post a question at some point, but hopefully I'll work it out).
There's a long way to go and plenty of bugs, but it's finally got to the point where it's actually good fun pulling together a party and chucking it into the fray to see what happens. I'm seeing that as a nice milestone!
This month I'm going to continue fleshing out these dungeons, getting combat effects working, and adding convos etc. Good fun.
I added the shops and some random NPCs to Horngrim, but it still feels a bit empty. Its so hard to get a town to feel right - something enjoyable to explore, rather than a chore. I'll overhaul it a bit later on in development and try to make it feel a bit more alive and interesting. Giving it a bit more of an overall "theme" or unique identity would be a good step, but I'm not feeling the inspiration at the minute.
I'm much happier with how my dungeons are coming on. This month I've worked on an evil temple, a tomb, and a series of monster filled caves. They mainly use DungeonSoup tiles but I also made quite a few myself (eg stone doors) or adjusted them (eg the wall tiles to keep the perspective consistent). Several of the background tiles are animated, giving it a nice, dynamic feel.
I think the locations feel dangerous and different, and there are a nice balance of enemies. I'm having fun with monster attack effects to create some nice challenges - a particularly nasty one is the Wight, with two attacks that temporarily but cumulatively drain strength. They're total bastards, I love them! In other areas, giant spiders cause havoc by throwing webs at the party before charging in with poisonous bites, orc clerics throw out spells whilst their bigger brothers charge in to engage in melee, and I'm working on two types of "exploding zombies" (one gas cloud, one immediate impact damage) to shake up undead encounters - although I'm having a few difficulties getting them to work properly at the minute (If I can't figure it out I'll post a question at some point, but hopefully I'll work it out).
There's a long way to go and plenty of bugs, but it's finally got to the point where it's actually good fun pulling together a party and chucking it into the fray to see what happens. I'm seeing that as a nice milestone!
This month I'm going to continue fleshing out these dungeons, getting combat effects working, and adding convos etc. Good fun.