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Archive for the ‘LD #15 – Caverns – 2009’ Category

Eternal Seeker Post Mortem and Post Compo Version

Posted by
Saturday, 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…

Finished: Eternal Seeker: Fugue in the Caverns of Doom

Posted by
Sunday, August 30th, 2009 2:36 am

I finally finished my entry. If I get enough time, I may update it; but it’s polished and in a playable state right now. It’s also quite fun to see yourself die in horrible ways; even if you have the best weapon in the game (called “The Reaper +15”). You can find it in the submissions menu; http://www.ludumdare.com/compo/ludum-dare-15/

Edit: There was a bug in the game in the Altar sequence. It’s fixed now.


Posted by
Sunday, August 30th, 2009 12:05 am

Yay for food!

The game is nearing completion, by the way. All I have to do right now is to add all perks (there will be 10), story, concept art, music, sound effects, and help. It’ll be easy.


Posted by
Saturday, August 29th, 2009 12:57 pm

I was able to finish a beta for the day. It works; and better than what I expected!


Posted by
Saturday, August 29th, 2009 7:22 am

The game is getting better and is almost playable; the main issues being the number of enemies, and the popup of getting new items making your eyes uncomfortable (I won’t correct the a/an mistakes arising from adding random strings to strings, I don’t think they are important)

There will be four “backgrounds” to choose from: Gentleman Assassin, Modern Barbarian, Retired Commander and Glorious Dreamer. Right now, there are 3 item slots: Weapon, Armor, Finger. I will try to add more; as well as boss fights and a little bit of story. I will also implement a shop system, and maybe procedurally generated speeches for random NPC’s (they won’t make sense, but will be fun to read, maybe.)

Posted by
Saturday, August 29th, 2009 4:28 am

1 hour in. I’ll be making a roguelike;¬† I have a procedural generation system right now, based on drawing L-shaped floor objects. There are also enemies and a working battle system, but no inventory and no working stats. I hope I will be able to finish this; I feel I am too ambitious.

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