Patreon
Well.. even tho the game will be free to download and also open source, I will need some money to continue the development
If you enjoy the game and want more, feel free to subcribe
Naturally there will also be special previleges, like early access, deeper insighsts and.. Polls where u cant help me choose new features!
If this sounds good for ya, check out my Patreon
Blog Changes
I'm kinda thinking about reworking the Blog.
Currently you see every Info of a Post in a entry, I will probably change that into a different system.
Like every Post got his own Page and this Blog Link will show and overview, which renders the titles with a Short description. Probably just like Right now just in short. By clicking onto it, you end up on the page with the more detailed post
Skills
the secret Power of every Hero
The Skill System is more or less finished, currently there are just some adjustments missing (like balancing and co) but that will follow later.
I will later follow with a more Detailed post about the Skills and their Informations in a later Blog entry.
Currently the Skills are available for Warrior, Mage, Rogue and Archer. Monarch(Summoner) wont get any, because I will make him more like a Summoner to work with his Skill book that handles his Skill, getting the new Powers every level and choose what he wants to use.
Mob Updates: Slime
The current mobs need a big balancing update later on.
The Plan would be to rework one after another, first the stats and after them the splash arts.
Slime gives a lot of possabilitys -> here would maybe some variation kinda push it?
Like there are 5 colors of slimes, everyone in a different rarity (and strenght?). After defeating, the slime drops items based on its color.
New Hero based on a new Mob?
Recently I added some new Mobs, on of those is the Necromancer.
My Idea is, to add the Monarch Based on this Mob, Summoning slayn enemys as Skeletons/Shadow soldier as long as energy is there.
"Necromancers are a new powerful prison enemy, but their power doesn't come from their stats alone. Necromancers have no direct attack power, and instead fight by summoning and buffing skeletons! This presents a new challenge to players, as a necromancer's summons are expendable, you'll need to get to them to win the fight. Necromancers are also an interesting mix between ranged and melee, as they won't attack from a distance, but can summon skeletons from a distance."
Bugg Fixes and Game Improvements
are currently the main ToDo.
I already fixed the Floor Advancement Issues, now I will try to handle the SubClass Issue (game crashes after using the Mastery Tome).
After fixing this issue, the adjustments for the Bosses will follow.
Currently I start to recognize the Staff Spawnrate for non-Summoners as critical ToDo too..
Food Improvements
is currently my most confusing ToDo along with the balancing for leveling/items and co.
The Food system is actually working quite well, you get enough food drops (especially with talents) but if you try to speedrun, the damage is killing you quite fast.
I might either rework the damage that you gain, the speed how fast it drops or the amount of food you can get.. lets see what the future brings ^^
Quest Improvements
are another big candidate, as the game's later quests dont contain much content.. well the ones earlier either..
I might start looking to do this iteratively, over several updates, rather than all at once..
Alchemy Improvements
will likely be a big focus of the update that comes after v0.2.3.
Some of the changes I have planned for alchemy are direct balance tweaks, but there are bigger ones too.
Overall I want to make the system easier to use and better at recycling items the player doesn't want.
New Heroes
are becoming a even bigger consideration now that talents are about to be done.
The first new hero that I released was a "Summoner"(Monarch).
Currently I'm thnking about renaming this Char to "Summoner" and create the Monarch.. as planned not like this... (kinda fell for it but its not like I want it)
Lore Improvements
the system for the guidebook was created expandable, I wanted to add some story later and let the players find some documents the more they play..
Currently the issue is (the same as with Quests), there isn't much content in it...
I might start looking to do this iteratively, over several updates, rather than all at once
Floor Advancement Bugg
and co for v0.2.2
Currently there are 2 Steps to do, before releasing 0.2.2 as stable run..
Those are Fixing the Floor advancement and some other critical buggs...
After releasing 0.2.2, the work will directly jump to v0.2.3 to add the final fixes and then start adding the missing components/reworks for v0.3.0 :)
Info about the Blog
"pix.saltyy.at" will be the Home Page of Pixl Dungeon.
This Page is a todo with low priority, my main focus will be on the Game for the time being. My Plans are:
The Startpage will contain a small overview about the game and the heros
The About with a quick introduction to the game
The Blog will be used to inform players about updates and my toughts about the next updates (so ppl can flame me for stupid ideas)
The Download will be used to inform players about updates and my toughts about the next updates (so ppl can flame me for stupid ideas)
The Wiki should contan all the Infos about the Game, like Mobs, Items, Levels and co... but I plan to maybe implement that in the Game (Like the more you kill the same mob, the more infos you gain). Maybee I can also add a News Section.. lets see what the future brings
The Contact will be linked to the footer
Starting to Develop Pixl Dungeon
creating my first Mobile Game ever...
The current plan is to release Pixl Dungeon with the first stable build (1.0.0) as closed Beta in Play Store.
All the Game Builds, stable or dev, will be available on download