This outpost-like game is on the backburner at the moment.
I'm focused on my text-adventure which is very much operational, very-playable, fairly gameplay style balanced, and has very few bugs. Only issue is that I don't have the tutorial ready (as I know my commands and the way the game functions quite well as I've played it so much) and the in-game command list is only partially complete as I've been focused on the room-generation code as of late.
In terms of content for the text-adventure it has:
- Three distinct, and fairly balanced playstyles = pure mage, pure melee, and the stealthy assassin, which I've tested thoroughly and each are viable in both early and mid-game (unsure of endgame as I've not built it yet). The game allows you to also create your own playstyle if you don't like these, but these are the ones I've built and been able to test to ensure they are balanced (balanced in terms that each has their benefits and flaws, but each can do early game, and mid-game with approximately the same level of challenge). Any playstyle can use any item, can cast spells, and can perform any combat action, but different styles have different item requirements to make them successful. What I mean by this is that, if you want to be successful at pure mage, you won't use armor or shields, as every point of protection from them, increases your spell costs, to name one example.
- Two sections of the dungeon (each section is 3 floors) are built, with a boss fight for each section and powerful boss loot as a reward if you kill them.
- Multiple combative-ways of handling encounters... or you can decide to just flee a battle instead; if its the first round, you can flee without them noticing as well.
- I've decided upon the story, and I've decided upon how it will be portrayed to the player.
- Unique room generation, so that each room is interesting, with both fluff to build the scene and some interactables that have the possibility of loot but also the possibility of danger.
- You acquire experience to gain character levels, that only increases specific attributes (dependent on chosen race) and HP/MP. You also acquire training for attributes by succeeding at tasks, but more from failures (the idea that people learn more from a failure than a success) and once had enough training, an attribute goes up.
- You acquire soul shards to be spent at the Celestial (think of soul shards as a currency like in dark souls and the Celestial as a divine being equivalent of Vulgrum from Darksiders) Can spend soul shards on almost anything except for XP for character experience. So if the RNG hasn't favored you, you can mitigate it by purchasing things like spells or training.
- The goal of the game is to reach the bottom most floor (with a level design somewhat reminiscient of Diablo 1, with different sections underneath each other), and defeat the Chaos God. You can encounter avatars of this diety called Chaos Primals; they give great loot and great character XP, but can drain your experience points and every one killed, makes all future ones that much nastier.
This is the game in a nutshell. I'm hoping to, after I complete the room generation code for the current levels (the new room generation code is functional for LV 1 and 2, but not 3, 4, 5 or 6 yet), to complete the command list (ingame) and then post a build of the game here for people to muck around with. I'm finding playing my own game and developing it, is both quite enjoyable... well, it is when the code does what I want it to do and not skip sequential steps (grumble grumble grumble).
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Adversity is understandable. Cynicism with multiple failed projects, and no game developer houses picking up the game after years and years, can definitely rub people the wrong way. And when some look promising for a time, and then the developer never shows pictures or actual code from these new projects that pop up for a time, and then the developer of it disappears from the forums permanently, can definitely make some people feel jaded to the point of... "Great, another project is here and my bet its going to be gone in 6 months time... lets not get our hopes up, like we did for the last 10 projects!"
I would like to return to my Outpost-like game in the future, but right now I am full-speed ahead on my text adventure.