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Claustrophobia: The Downward Struggle
Claustrophobia Development Log #10
May 9, 2014 - The Indie Forge
Hello to you all! Welcome to Claustrophobia Dev Log #10! Over the last couple of weeks I’ve made a lot of progress in a number of different areas. I figured a screenshot would do a good job of portraying a few of the new features in action, so here goes!
Shops are back in, and will act in much the same way as they did in V1. Shops are special rooms that are placed around each level (normally no more than 1 per level, sometimes none), which offer a variety of items for purchase and also allow you to sell your collected wares. So pretty much what you need from a shop. For the time being, they only sell gear, but they’ll also supply you with potions and scrolls and keys all other wonderful dungeon related tools of the trade.
Character Customization and Tiered Gear
Basic Character Customization is in, which allows for face and hair customization. At the moment a randomly generated character appearance is chosen for you on starting a new game, but you’ll be able to chose specifics in the future. Skin tones and gender options will also be available in the finished game.
A couple of weeks ago I spoke about visual equipment. This system has been expanded slightly. Item graphics are going to be tiered, in that a different graphical “set” will be used for items every few levels for each rarity type. That way you’ll continually find more and more visually appealing gear. Unfortunately this means a massive workload of spritework, but I’ll get there eventually. The first tier of equipment can be seen below.
The tier system does not apply to specific gear pieces or the stats they provide. The gear itself is completely randomly generated, but giving it a matching graphical set every couple of levels keeps things fresh. Of course, you can choose to just don a selection of completely random gear instead, if you wish.
The ingame UI has received two extremely helpful additions, which complete most of the main functionality. Firstly, the Details window, which gives an in-depth breakdown of all of your character’s statistics, their values, and what they do. The actual statistics themselves will more than likely change a lot during balancing, so don’t read too much into what’s pictured below. (Also, don’t mind my marvellous neon-pink mohican):
Secondly, the compare window, which allows you to compare a piece of gear to your current equivalent. At the moment I’m unsure whether or not to show the changes to stats should you make the change, or whether to leave it like this. While showing stat changes would make on the fly gear changes easier, it would also detract from making changes based on reading specific passive properties.
Finally, one of the larger changes between V1 and the new version. In V1, the game would wait for input on the player’s turn before stepping through each consecutive enemy turn one after the other until it reached the player’s turn again. While this worked well to emphasise each unit’s action, when entering a large room full of enemies, the gameplay would crawl to a halt each turn as the game waited for every enemy to complete it’s turn before moving on to the next, and so on.
In the new version, turns will be handled in Phases, where all units in a phase will take their turns simultaneously. Once the player has chosen their turn action, all active enemies will take one consecutive turn and update at once, quickly returning to the player’s turn again. Not only does this speed up gameplay no end, but it also makes movement and combat much more fluid, with less pauses while other unit’s turns are calculated.
And that’s about it for this week. As always, thanks for reading, and don’t forget to share and comment!
Until next time,