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Its been over two months since the perilous journey into the development of Dungeons of Daggerhelm.
We've come a long way from that point. In about a week, I myself had just achieved a scrolling array of randomly generated tiles of various colors that looked absolutely nothing like the game we have now. Through patience and restless nights of wrestling with code, we created the prototype you see today, and I'm proud of it.
The prototype is buggy as hell, we know this. And yet we strived to achieve playability for the game; and we did. Before, enemies were obliterating the player with ease, and although the difficulty and frustration was/is akin to Dark Souls, we wanted players to get through what we've made. We substantiated a fire rate and decreased the damage the player takes from the arrows. The game is still difficult to stay alive for long, which increases the challenge, but it is still playable and even I had a fun time playing it for the first time.
Where are we going from here?
With the release of the open-testing prototype stage, we hope that the feedback we get from people will give us more direction; however, here's what we are planning on doing to work toward alpha stages of the game:
- A crowd-funding campaign
- Switchable classes
- Class mechanics and abilities
- More areas to explore
- Complete randomization of levels
- Interactable NPCs
- Game saves
- Possibly a rough version of multiplayer
That's basically where we're headed. Hopefully with more feedback, this list will grow.
Jacob Giambalvo, lead designer
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