BUTIK FÆLLESSKAB OM SUPPORT
Greenlight udfases. For flere oplysninger om hvordan spil indsendes til Steam, henviser vi til dette blogindlæg.
Denne genstand er blevet fjernet fra fællesskabet, fordi den overtræder retningslinjerne for Steam-fællesskabet og fællesskabsindhold. Den er kun synlig for dig. Hvis du mener, at dette indhold blev fjernet ved en fejl, kontakt da venligst Steam Support.
Dette emne er inkompatibelt med Greenlight. Se venligst instruktionssiden for grunde over hvorfor dette emne muligvis ikke virker i Greenlight.
Nuværende synlighed: Skjult
Dette emne vil kun være synligt for dig, administratorer og enhver markeret som en ophavsmand.
Nuværende synlighed: Kun venner
Dette emne vil kun være synligt for dig, dine venner og administratorer.
Claustrophobia: The Downward Struggle
Claustrophobia Development Log #7
7. marts 2014 - The Indie Forge
Hello all! Welcome to Claustrophobia Dev Log #7. Sorry for the couple of weeks delay! While I’ve got plenty of work done on the game, the last two Fridays were extremely busy, and as such I did not have the time to get this written up. I’m actually still a little bit pushed for time, so I’ll be keeping things brief!
As I said on twitter earlier this week, Claustrophobia’s main in game UI is almost complete. This means that the inventory, equipment, stats, and map screen are all functional, as well as the collection of skill and stat bars that appear at the bottom of the screen. The main UI’s functionality is pretty much identical to Claustrophobia V1’s, but hopefully much neater and easier to use. Larger changes have been made to some core mechanics, however, including:
- Each level the player will receive a number of attribute points which they can assign to the five Base Stats: Strength, Dexterity, Intelligence, Wisdom, and Constitution. These stats have been carefully designed as to have specific needs and uses - the simplest of which is dictating what gear you can wear. Which means…
- Loads more gear types! Specifically, weapons. V1 only ever had support for three weapon types; swords, bows, and staves. These were all tied down to the specific skill tree they belonged to, and really dumbed down any choice you had. Now however, we have support for single handed, two handed, main and off hand weapons, not limited to swords, daggers, maces, crossbows, shields, wands, spears... You name it, we can support it!
- Elements. Yup, that’s a thing too. Another issue with V1’s simplicity was that every attack was physical. No matter whether you were being attacked by a Possessed Armour or you were throwing a fireball at a Squishy, the damage was still physical, and as such, there was no variety in what did more damage to what. Now, as well as Physical Damage, we have Fire, Ice, Earth, Lightning, Venom, and Shadow, all of which have separate attack and resistance values. There’s never been a better time to be a mage.
As well as these larger changes, there have been a number of small improvements, many of which are from V1 feedback I received:
- Items can be picked up by either dragging into an inventory slot, dropped on your character, or by shift + clicking.
- Holding the mouse over an enemy will display a popup element which breaks down exact health numbers, as well as the unit’s level and any specific abilities it may possess.
- The minimap now displays icons for important features such as staircases and altars, rather than coloured dots.
So with a lot of the base UI and game mechanic work done, we’re one step closer to starting to build some proper content, and to getting a playable version out there! Let’s just say I have some ideas for some really cool enemy mechanics, and a plethora of ghastly traps for you to curse at!
And with that… gaze upon the new face of evil.
Let’s face it. You’re screwed.