Gatecrashers!

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GuyNamedJoe
Wayist
Posts: 23
Joined: Mon Jul 01, 2013 1:43 pm

Re: Gatecrashers!

#31 Post by GuyNamedJoe »

Hotfixed! Currently the hotfix is only for the no music version, but music/standalone versions are on their way. Please let me know if that's still not working for you, and thank you for bringing it to my attention!

EDIT: They're all up!

GuyNamedJoe
Wayist
Posts: 23
Joined: Mon Jul 01, 2013 1:43 pm

Re: Gatecrashers!

#32 Post by GuyNamedJoe »

Quick update! (Or rather, explanation re: the lack of updates :D)

I basically decided that the combat aspect of Gatecrashers needs an overhaul - I wanted something with more tactical options while retaining simplicity/transparency. This spiraled wildly out of control, and I have a bunch of crazy features that need polishing/balancing. The main two changes in terms of how gameplay works are:
  • Dodging - think DoomRL, but for melee, too. The way this plays out in terms of how you approach combat is that it breaks up some of the strategies that were previously optimal (chokepointing, for instance, is not the ideal way to fight every enemy type, and bump-attacking from the same square isn't optimal against certain types of enemies, either) and it makes the movement element of combat much more meaningful.
  • Elements - you can freeze water with an ice attack, spread corrosive gas over the ice, light the corrosive gas on fire (melting the ice filling the area with steam), and fire a lightning bolt into the water to zap everything adjacent to it. Should be fun.
There's also a bunch of other changes, (lots of new item types and egoes to identify!) and sadly these changes are all inter-dependent, so next version will probably be out when I finish all these features and chisel the result into something playable :)

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