Active #
Fixing Gameplay loops
This task aims to fix any rough edges around the current gameplay experience. We’ll be doing a lot of ‘finalizing’ of things and small improvements. These need to be in place before I do the content fill to reduce churn on balancing the new player experience.
- Monster AI - Right now monsters are fairly simple and there isn’t a lot of variety with how they interact with the player and how they interact with eachother. I’d like to improve this to make fights more interesting. And also make it easier for me to build fights in the future.
- Backpack - interface and balance doesn’t feel right, might just do an expanded inventory
- Potions - Potions need to fit into the new backpack interface. And I think it’d be cool to have more potion type variety for different situations.
- Status effects - Some are too specific, and some DOTs don’t apply well depending on if they are on a monster or if they are on a player
- Damage types/resistances - I think gaining resistances to different damage types could be interesting and give more variety to defense
- Maybe:
- I might introduce a “Normal” mode for new players who don’t want the permadeath experience
- I might do pets here or at least conceptualize how they’ll come together
Content Fill
This task aims to better fill out the biomes with more unique items, monsters, dungeons, etc. Hopefully adding things like:
- Special Dungeon Rooms - adding on to the current two: Treasure and Merchant rooms that exist.
- Question Extension - This would add an extended mode to the current skill point questing. Where you’d complete more and more difficult quests but for some other reward structure. Gaining bonuses for each new quest completed.
- Dungeon Modifiers - This would add modifiers that change dungeons in meaningful ways with the goal being to make dungeon runs feel less repetitive. Things like shiny bosses, monster buffs or nerfs, better or worse loot.
- Tutorial updating - Update the tutorial to better reflect the current game experience
Content Expansion
This task aims to expand upon the game, adding more content at the end of the endgame. I’d like to finish the Content Fill first, so that I have a good foundation for creating more complicated fights and building upon concepts introduced in earlier dungeons
- Corrupted Heart will get a use
- Alivarg prestige totem will turn into a dungeon called “The Undercourt” which will be an extra special, extra hard dungeon for experienced players
- Add more biomes, events, dungeons, items, everything really
Planning #
Alternative Gameplay Modes
Gameplay modes for the more or less casual. From Normal to Nightmare.
- Normal - Non-permadeath, You won’t lose your character. You maybe lose your items, or have to pay to get them back or something. Gain Honor at a reduced rate.
- Hardcore - The currently existing permadeath mode.
- Nightmare - A more roguelike/replayable version of a character. You can’t regenerate health or drink potions, but you gain some extra TBD perks and an increased honor rate.
Social Features
This would add more social features to Mythfall. Friends lists, maybe a party feature, and maybe clans (if I have time, else I’ll push to another patch). I’ll also try to add the ability to block/report other players.
Completed #
This patch also adds a lot of minor improvements and code cleanups that I desperately needed to do. Such as setting up a steam build and adding a death announcement system.
This patch adds player to player trading and a few other performance improvements
Player Owned Housing - v0.0.32
This one I’m not 100% sure yet, but I think I’ll add a player owned house which you can craft “blocks” for that you place down. Then those blocks will do different things: Unlock new craftable recipes, produce resources (maybe daily or something), or just provide decorations
This would be a character-slot based progression system (where each slot would have their own board). What I have in mind is kind of like a skill tree, but you would spend graveyard characters to unlock skillpoints for the board. So for example to get an early skill point you don’t need to do much (maybe like gain 1 honor), but for later skill points you might have to achieve more honor and/or gain other achievements on that character. I haven’t worked out all the details, but this is how I’m leaning.
Christmas Character Slots - v0.0.29
This would add the ability for accounts to have multiple character slots. Letting you swap between characters when you recall to town.
This patch added improved item tooltips, added beam weapons, reworked other weapons, and filled out drop tables for all setpiece bosses.
This will add new bosses to the sphere that constantly respawn. I’ll also try and add better visibility in sphere so it’s a bit easier to find nearby setpieces and event bosses.
This will add some kind of upgrade system to expand your inventory so that you can hold more loot. Hopefully orienting the game a bit more so you dont have to constantly recall or leave loot behind as you play.