Indulge Lady Tallowmere and see how far through her lovingly violent dungeons you can delve in this 2D indie action roguelike-inspired platformer. New rooms are procedurally generated every time you play. How far can you make it?
Posts | ||
---|---|---|
Tallowmere Devlogs | Locked | |
Thread Options | ||
Apr 19 2014 Anchor | ||
I might scrap the Devlog Forum and just keep my devlog posts in this thread; making a new thread for every devlog sounded a bit silly. Anyway. Alpha 122+ right now. Just wrote up Solving Tallowmere's soul problems. Long story short, I'll be changing the soul/levelling-up mechanics so that you don't have to feel punished and restricted once you max your souls out. You'll be able to just continue on killing, and then pop into town once you reach the next waypoint to level up, rather than having to go backwards. Should keep the pace flowing more smoothly. And here's a peak at the next changelog, subject to change:
And I haven't written this up properly yet, but I've started on outfits. The pictures above are one new set, and here's another one: And drinking from the purple level-up vial will grant you a random passive ability: My list of passive abilities currently looks like:
I want you to be able to gain permanent random passive abilities to make you more powerful. I want gear to have these as well, as well as special unique passives for different outfits (like a rogue outfit so you no longer need keys, hazard suit so you don't get hit by poison/gas... stuff like that!). And with gear will come merchants... Probably will have a dedicated merchant at home base, and then maybe a travelling merchant that could appear here and there? It seems that my current development is scattered around, bits and bobs getting fixed and added, jumping from one thing to the next. But that's where I'm at for the moment! |
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.