HenryVIIII wrote:1. This is a somewhat petty question in the end, but will the game support more than one resolution setting? It seems quite a few indie games lately have been sticking to 800 x 600 and nothing else.
800x600 is the game's expected resolution, but Unity scales nicely so it should be possible to resize as you want.
HenryVIIII wrote:2. Will there be different difficulty modes or is that something that will be handled more through player decisions through their use of races, gods, and glyphs?
No new difficulties, but the dungeon count in the full is WAY higher, meaning three things:
1) A bunch of easier dungeons for struggling players (including one where the boss is 2 levels lower than normal)
2) A more gradual difficulty gradient overall -- instead of hopping from normal dungeons straight to challenges like the snakepit and whatnot, there will be a bunch of dungeons which could be considered "in between" the two in difficulty.
3) For veterans, extreme challenge dungeons will be made available as "bonus" or "side quest" dungeons. And instead of simply slapping on more numbers and more bosses, we'll be able to throw in interesting constraints such as glyph loadout, terrain generation quirks and even scripted dungeon events. And the rewards are far sweeter ... unique items and fantastic gold hauls await those who dare and win.
HenryVIIII wrote:3. If there is any need for you to update the game as you did in the freeware version (say, with a new class or a new dungeon type), will you use Steam's auto-patching to make these kinds of updates available to us in the paid version as well?
The full will definitely work more gracefully in this regard -- we don't want to force players to manually mess around with versions and copying and whatnot.
People playing the beta MAY still have to suffer a little bit in this regard as data could occasionally be altered or reset. Unfortunately, being part of a test environment means that these sort of things happen.
HenryVIIII wrote:4. What will the proportion of "beginner" dungeons to "veteran" dungeons be? Is there a 50/50 split or is one type overpowering the other? If any one type is more dominant, I'd personally prefer the veteran dungeons.
I agree with you there. But we're also really taking care to make sure that new players don't feel overwhelmed by the game. We're putting in enough beginner dungeons to make absolutely sure that people can get their feet wet before nudging them towards the "normal" ones. And even average difficulty dungeons should interest veterans due to the way they experiment with new play styles.
But yes, I want to make, like, a ZILLION challenge dungeons. They're more fun for me to playtest anyway.
HenryVIIII wrote:5. Do we have any idea of a release window yet or is that something we'll learn at E3?
Pay attention to our site over the course of E3 -- you'll be glad you did.