Translations for our friends around the world.

Author Topic: Stoneshard  (Read 19387 times)

0 Members and 1 Guest are viewing this topic.

Offline Asid

  • HAVOC
  • *
  • Posts: 26400
Re: Stoneshard
« Reply #60 on: November 07, 2023, 12:01:14 AM »
Devlog: Caravan Upgrades - Part I
Mon, 6 November 2023



Hello everyone!

This is the first post in the series of devlogs dedicated to the new features of the upcoming update, “Rags to Riches”, the release date of which will be revealed in the final entry. Today’s topic is the update’s most important addition and the last major system to be introduced to the game: the much-anticipated Caravan.

We’d like to begin by explaining our reasoning behind the system and what we plan to achieve with it. One of the most frequent player suggestions is to add some sort of permanent dwelling, a purchasable and customizable house in a village or city. However, Stoneshard is a game about a mercenary, a character who’s always on the move in search of contracts and glory, so anchoring them to a single location would go against the main theme. At the same time, we aren’t averse to the concept of home in a broader sense - and that’s where the Caravan System comes into play by adding a customizable mobile camp.



The Caravan’s main purpose is to allow for easier exploration, making it possible to travel large distances across the global map - with a few limitations.


Read on: https://steamcommunity.com/games/625960/announcements/detail/3769010076992373472
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26400
Re: Stoneshard
« Reply #61 on: February 04, 2024, 02:23:21 PM »
Devlog: Dungeon Generation - Part I
Sat, 3 February 2024



Hello everyone!

In today’s devlog we’ll demonstrate the final version of the reworked Dungeon Generator and showcase the main principles that governed its development.




Let’s start with a list of reasons that led us to reevaluating our approach to dungeon generation. The player feedback we received about its current state revealed the following issues:

-    There isn’t much visual variety to speak of - the only difference between dungeons of the same type is what enemies can spawn in them, not their layout or overall design. This quickly makes dungeons feel predictable and uninspired.
-    All dungeons use the same generation algorithm, which limits the room for structural distinction and environmental logic.
-    The overall room structure and the abundance of single tile passages facilitate the funneling of enemies into doorways, trivializing both combat and positioning.



Our new approach is based on dungeon tiers. Initially, tiers were an informal term used by players to refer to dungeons based on their difficulty - in RtR they will actually become an official form of categorization. So instead of using hidden, rudimentary mechanics built around levels, this new system splits everything, be it enemies, items, or dungeons, into 5 distinct tiers.




Read on: https://steamcommunity.com/games/625960/announcements/detail/3952539375950125460

funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Tags: