Eternal Seeker Post Mortem and Post Compo Version

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September 5th, 2009 12:07 am

It’s been a while since I wrote one of these. Yet, I’m sure Eternal Seeker deserves it. So, I’m releasing a post-competition version of it along with this post; behold Eternal Seeker: Adagio for the Caverns of Doom!

New Additions:

-Quite different play styles for different classes (Assassin has a chance to assassinate, Barbarian is more resilient, Commander begins with a set of magical items, Dreamer is immune to traps)

-Potions: You can find and drink them

-Monsters: There are new monsters now

-Items: Added over 200 items; including  a unique magical armor.

-Descriptions: There are new area descriptions


Now for the post mortem itself:

What I Wanted and Accomplished:

I wanted to make a roguelike resembling Incursion, which features zombies who are able to cast spells. Knowing there had to be funny bugs, I gave every monster the ability to throw knives, and deliberately made sure they would sometimes get struck into each other (by partially restricting some of their movement abilities). The game, in the end, turned out to be quite fun; it’s always nice to get attention.

Where I Failed:

I wanted there to be NPC’s you can talk to, and some fixed city areas. However, time was scarce and I had things to do; some of these features I had to dismiss. However, I believe if I added these features, the game wouldn’t be as good.

How Should I Improve:

It’s the design that can turn a potentially bad game into a good one. Creativity is what matters most; and it is creativity I need to, somehow, learn. Well, I’m not sure if that’s easy to learn…

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