Progress on DD is picking up, now that we’re able to start on it full time properly:
Aequitas has been getting the basics going in Unity so that we can start moving development over to that for the full version. Those of you that have issues with getting hemmed in by monsters at low level will have a new target for your ire soon, because he’s been messing with the random generation algs as well.
Nandrew’s been working on the religion system in the game and we’re busy testing how the changes impact both first-time players and veterans. It was clear that certain gods were just too powerful if worshipped early and that the incremental increase system was a little too open to runaway positive feedback. He’s also been resolutely squishing bugs and poking the Vampire with a stick in the hopes that it’ll be less broken when he’s done…
I’ve been messing with the game’s interface (because I tend to feel strongly about these things), trying to make it more streamlined and less “math heavy” for people to play. It took a while to write a modular interface overlay that I can change the look of in a hurry, but I’m getting to the point where the sorts of big, friendly health bars and damage taken/dealt indication are in the game.
One of the big things I’ve been focusing on is to remove the need for popups unless user-prompted and to re-use the bottom-right pane of the screen depending on current context. So shops and altars tell you what’s on offer or who they belong to without a popup and you can choose to buy/worship without the game pausing… At least, that’s the theory. We’ll probably still have to have some sort of menu for the new religion system so that you can choose what to spend your piety on, but that’s still coming