Caverns and Dryads: What's next?
This week the pain has already stopped and I’m close to having the stitches removed. I’m still strong.
This weekend I hope to at least be able to sit on a straight chair and program some things. I hope to improve more afterwards and soon be back at my usual rhythm.
I’m dying to get back to programming Caverns and Dryads and making illustrations. It frustrates me a lot not to do it.
I’m accumulating ideas and strategies. I’m going to tell you about what’s coming. Soon I’ll be able to start implementing it frenetically, in the intense way you’re used to.
THE NEW FEATURES
I’ve checked the comments in old reviews. I’m going to add things that improve the game according to critical opinions.
Although some things were already done, there are others that I’ve evaluated as good ideas, despite my initial resistance.
NEW COMBAT FEATURES
I already talked to you about this in a previous post and showed you some screens.
I’m going to add a new attack action and a new defense action. This adds more strategy without losing speed.
I will improve the combat log and add more information about what is happening in combat. You’ll be able to see how hard you hit or how hard the monster hits. Also how much penalties from illness or paralysis affect you.
And there will be other visual and informational improvements that will make combat even more exciting.
INTEGRATED HELP
A common criticism is that some people don’t understand the interface. Not because it’s difficult, but because it’s unusual. In fact it’s easy, and you shouldn’t be afraid to click anywhere.
But I think it will improve a lot if I add tooltips. I’m still thinking how, but probably with something to turn them on and off via a small help button with the “?” symbol that everyone understands. What worries me is where to place it so it’s not visually annoying but still visible.
Another thing that was criticized has already been solved. There is an initial tutorial and several sequences that explain things at the beginning of the game. I’ll see if any more tutorials are needed.
I also can’t completely avoid that people who don’t read anything misunderstand the game. To play, it’s necessary to read.
THE STORY
I’ve already been able to see the whole plot of this second book. Now I just need to write what’s missing. I’ve been able to do part of it, even while convalescent.
OTHER FEATURES I WILL ADD
The next update will include the combat additions. Then I want to add other new things:
- Rumors in taverns: a rumor system that has some usefulness. For example, that a certain special treasure or weapon is in a certain place. Something like in the mythical game Pirates by Sid Meier.
- Procedural boss monster quests. This is halfway done. I still need to create the palaces of the kings as visitable places in their cities, and finish the illustrations.
- Fast travel: some advanced players want a fast travel method. I’m going to add it, but at the cost of being very dangerous. You will travel through tunnels infested with dangerous monsters. You will risk your life. But if you make it, you reach your destination sooner.
- Evanescent places. The presence of liminal places in my world is important. There are even quests from the Purple King to document them. I’m thinking of developing them further. They would be places that disappear and appear at certain moments. If you manage to reach them, they have special challenges and treasures.
- Travel events. They would occur while moving between places. I’m thinking of things like bridge guardians, wandering merchants, or similar things.
- Other mini games: as obstacles, in addition to the door and lockpicking.
THANK YOU
Thank you for reading this post. Remember that this blog has comments, unlike most. Here, you are heard.
That doesn’t mean I always do what opinions and criticisms tell me. But I do listen, evaluate, and if it helps me, I incorporate it.
I know you value honesty and listening. That is what I can offer you. And my gratitude for being part of my world and enjoying it. Thank you, adventurer.


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