Lujo wrote:Q1: You mean like grinding piety/resistances/popcorn/charges?
Q2: So you're not completely satisfied with the average time it takes to complete the endgame stuff?
Have thoughts on all of those.
Mind you, most of the design changes I envision would be pretty aggressive and probably require creating a "bubble" around expansion content to hold unique rulesets and interactions (letting such changes affect the core game would probably break the whole thing, or worse
, dilute it). So it would sacrifice a broad area of inter-op ideas, perhaps too steep a price to pay.
We'll be discussing this if the decision ever becomes relevant.
Endgame time? Nope, don't care about amount of time. We advertise 10-minute dungeons for the people who may legitimately spend their entire DD careers inside Den Of Danger. When you get to Vicious tier, expectations differ. But actually, the changes I'd want to make would have the goal of positively impacting new players, too. Just without, yknow, trying to remove too many interesting wrinkles'n'tricks.
Blovski wrote:The balance has been something beautiful for a while now. Any more tweaks in the works or has the endless balancing process ended with the endless beta?
I'm disinclined to tweak further.
Something that I've noted about Crawl: Stone Soup is their history of "purges" in the game's design process, like removing an entire school of magic at one point -- then at another, removing what many considered to be a core race (Mountain Dwarves, noooo!). This happens a fair bit.
When I spoke about aggression and sacrifice above, it would entail chopping out large sections of the game as it exists. I'm increasingly reluctant to just add a "content pack" to something that stands defined by its ridiculously extensive amount of content as-is. Far better to cut out weaker parts of the old to make way for new ideas and systems, ey? After all, chopping out content has been a huge part of the design process throughout the beta.
Astral wrote:Do you mind if I ask less DD related questions too?
Have you always wanted to be a game developer?
What made you choose this career?
Do you have a fave genre of games?
What kind of game was the 1st game you ever created?
How many games have you worked on so far?
What do you like the most about developing games?
What were the best and worst aspects of making DD?
If I asked stuff you already answered in previous blog posts/topics etc. just give me a vague direction where to look for it, that's fine by me.
- Not always. Sometimes yes, sometimes no, it always competed with other passions. I studied journalism, did freelance stuff, served as editor on a dev e-zine thing, got excited about particular things.
- The literal definition of the hobby/career shift was when DD exploded and I got an offer from QCF to develop this thing further.
- RPGs always have a soft spot with me, but it's difficult to say now. I see game preferences as design philosophy instead of genre nowadays.
- A ... maaaaze game? On ... paaaaper, I think?
Man, I was always making games. Otherwise, on computer it was a point and click ... thingie, with a black screen, and you clicked on bits of it and pictures would show with a message. It was not very fun.
- That has so many answers but the biggest answer is: LOTS.
- Currently, the development of a more feel-driven philosophy in contrast to the mechanical bias I've developed in game styles. It's interesting.
- Best: Seeing people discover the most abstractly-hidden stuff at times. Worst: LOOOOOOOOOOONG.