And here we see a screenshot in the first dungeon. Maybe a bit of a let down as I went for as much simplicity in this room as I could as I needed to test a lot out. I promise, after this it will only get better :) (Well, mostly only) XD
Seriously, I guess it looks quite of what you are used to see of me.
The golden quill statue is the savespot, I guess I don’t need to tell you what it does. The snake statue is a recovery spot. They will be very rare. In fact, you’ll very likely only find them on places were there is no inn around, or where it’s impossible to get a kind of rest in any other way. Be also aware that some snake statues could be removed when you CAN reach an inn from the specific spot.
As you can also see, the game helps you a bit, thanks to the compass needles you can find your way a bit easier, but be advised, it only points where your destination is, not the way you have to follow to get there. So blindly following the compass needle can lead you astray in some dungeons. The color of the needles indicate the distance. Red = far away, and green = close by.
I must thank Jani Nykänen for helping me on the Lua code that turns the needles in the correct direction, as that was really getting on me.
And I must also thank somebody who may have been dead for thousands of years now, but his formula helped me to get the distance formula in order. His name is Pythagoras.
And the last thing to notice maybe is the gauge with the crossed swords, now that is something neither Dyrt nor Star Story had, so let me explain it to you. The game works in random encounters. Nearly all dungeons will contain subroom and in most dungeons each subroom will contain 5 encounters, no more, no less. When you’ve had 5 you will get no more random encounters in that room until the counter is reset which is done by either using a savespot or by leaving the dungeon and coming back. The size of the bar will tell you how many encounters there are left. The color of the bar also tells you something. When it’s blue, you will get no encounters at all. When it’s green you have a very small chance to an encounter. When its ember you’ll have a slight chance to an encounter. When its red you are very likely to get an encounter VERY soon. The bar changes color based on the distance you travel in a dungeon. After every encounter it resets back to blue, but I guess that was obvious.
Like in Dyrt a system will be introduced too that allows you to turn off random encounters entirely if you fit a certain requirement. That will be explained later.
Some maps or even rooms inside dungeons will never throw an encounter, in that case the gauge will not appear on the screen (and if it’s already on screen it will disappear). So you always know if you can meet enemies in the room.
And that is the current setting for dungeons.
Cool, huh?
0 comments