State of the Game: Video Devlog 16.0 | Tools, Mines & Redesigns
Hi, dungeon-crawling fans!
It's time for a new project update! The last month has been filled with level design, programming, and optimizations. Early Access version 2.0 is currently scheduled for January. You can hear all about it in the latest video devlog:
As always you can find the transcript below!
Merry Christmas, a Happy New Year, and best wishes!
Michael
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Hi, dungeon-crawling fans!
It’s time for the last devlog of the year. Monomyth’s early access version has been out for two months and a lot of work has gone into fixing errors and preparing new content. The first major content patch “Echos in the Dark” is currently scheduled for January. In it players will continue their journey into the depths below Lysandria. So let’s take a look at it.
Most of the new content takes place in the mines and factories below the heartlands. The area has gone through some major revisions in the last month. In fact, it went far beyond the announced restructuring. While much of the assets and questlines are still intact, most of the area’s base geometry has been redone. The normal course through the area has been completely reorganized and many locations have been dropped or replaced. As a result the area is much more intuitive in its design, easier to navigate and much better integrated with the rest of the game. It is still a highly complex area to get lost in. During the design process there has also been a stronger focus on different types of encounters, so it will be interesting to see how people’s playstyle will adapt coming from the heartlands.
When I remade large parts of the mines I applied a slightly different design approach. The original version of this area had a rough vision, which was implemented in an ad-hoc fashion. This means the bigger picture was more or less clear and the details were filled in step by step during the implementation process. This led to some nice vistas but all in all the area was much too big, annoying to navigate and hard to optimize.
So, for the new version of the area I went back to Monomyth’s original area design principles. I have talked about these principles a few times in the past, but to refresh your memory, let's go over them once more.
Basically, Monomyth applies the design principles found in the earlier levels of Ultima Underworld, where an area is split into several sections, connected via a center-piece or a long hallway that makes it easier to quickly travel through the place.
You can see this principle applied in the heartland’s river system, respectively the main road between the Serpent’s Bastion and Lysandria.
Sections are then built from rooms, respectively encounter locations. Here I made some small adjustments. I introduced subsections which bundle thematically connected rooms together and make exact planning easier.
The mines have pretty much exactly the same scale as the heartlands, but due to the subsection driven design, the density of rooms is slightly higher.
You can, by the way, find similar design principles in various online dungeon crawlers. The only difference: These usually do not have any major connecting hallways, as such would probably introduce unwanted chokepoints on the map.
For Monomyth on the other hand, that’s a positive, as it helps you quickly navigating through the map while still retaining somewhat of a directed map flow.
Anyway, the mines still require a detail pass in several areas, a sound pass and some coding. All in all, I think the map should be ready during January.
But level design was not the only thing I did during the last month. I have also worked a bit on better tooling. As I have mentioned in an earlier update most of Monomyth’s dialogue trees are actually designed and written in a simple table which is transformed into a struct by a Python script.
I finally found some time and started implementing a dialogue tool, so I can properly write, edit, visualize and fix my dialogue trees in one environment. I hope to get that tool into a usable state this month, so it can speed up the writing and quest design process.
I have also worked on a few fixes, as well as some optimizations, which were already contained in a new patch released a few days ago.
So this is where we currently stand. As mentioned in the beginning, the content patch will likely be ready during January. Until then, I’ll keep you updated and see you soon!
So you can cheat by playing a mage until you respec to an archer once you have arrows? Maybe the point of being an archer is having more difficult ressource management in exchange of headshots from affar? Or maybe it is to have harder beginings and easier endings, unlike other classes with a more constant experience during all the game?Right now respecing might be a good idea, because I found that early on trying to play as an archer makes no sense because you don't find enough arrows. So I restarted as a mage and everything was much better!
It's not a porn game where you actually make all your money off patreon by leading on a coomer audience base for months on end.If he's smart, never
Is that a real problem? I mean, are there people doing that? I have never used respec ever, so I am wondering whether someone would go that far. And why?So you can cheat by playing a mage until you respec to an archer once you have arrows? Maybe the point of being an archer is having more difficult ressource management in exchange of headshots from affar? Or maybe it is to have harder beginings and easier endings, unlike other classes with a more constant experience during all the game?Right now respecing might be a good idea, because I found that early on trying to play as an archer makes no sense because you don't find enough arrows. So I restarted as a mage and everything was much better!
I dont know what the intentions of the designer were, it's also possible that playing warrior until you get lots of munition -> playing acher until your spend them -> playing a warrior again -> switch to mage on the doorstep of the final boss to blast his face with the best spells + 50 mana potions (big hoarding because I didn't use any during the game, never was a mage) is indeed the way to go, the "intended experience TM".
For the same reason we spend billions to throw trash on Mars or keep pushing AI even knowing it will kill us. Because we CAN, bitch!Is that a real problem? I mean, are there people doing that? I have never used respec ever, so I am wondering whether someone would go that far. And why?So you can cheat by playing a mage until you respec to an archer once you have arrows? Maybe the point of being an archer is having more difficult ressource management in exchange of headshots from affar? Or maybe it is to have harder beginings and easier endings, unlike other classes with a more constant experience during all the game?Right now respecing might be a good idea, because I found that early on trying to play as an archer makes no sense because you don't find enough arrows. So I restarted as a mage and everything was much better!
I dont know what the intentions of the designer were, it's also possible that playing warrior until you get lots of munition -> playing acher until your spend them -> playing a warrior again -> switch to mage on the doorstep of the final boss to blast his face with the best spells + 50 mana potions (big hoarding because I didn't use any during the game, never was a mage) is indeed the way to go, the "intended experience TM".
I think you've got an outdated read hereIt's not a porn game where you actually make all your money off patreon by leading on a coomer audience base for months on end.If he's smart, never
Most of the time, it's better financially to actually release the 1.0 than not.
Tell that to Chris Roberts.It's not a porn game where you actually make all your money off patreon by leading on a coomer audience base for months on end.If he's smart, never
Most of the time, it's better financially to actually release the 1.0 than not.
Star Citizen is a porn game though.Tell that to Chris Roberts.It's not a porn game where you actually make all your money off patreon by leading on a coomer audience base for months on end.If he's smart, never
Most of the time, it's better financially to actually release the 1.0 than not.
It depends on a lot of things, but generally for a small indie passion project like this, with a dev who is giving every indication of intending to finish the game, I would say that reaching 1.0 quickly is ideal.I think you've got an outdated read here
Most of the time it's far smarter to keep the gravy train moving, especially for a content rich game like Monomyth
1.0 usually doesn't do jack shit, a small bump, then game's dead / calcified and needs updates to regain interest anyway
People want to feel like the game is an ever growing/shifting/updating place
Plenty of pros/cons, especially on the dev side it sucks not finishing a game, but 5+ years in EA is the smart play for Monomyth, even if that means it has to become a side/passion project for much longer than he hoped
1.0 will just be taking it out the back to be shot
Why are you encouraging EA drip?Ok I'll put it like this, a prediction
Monomyth 1.0 release will move less than 1000 copies
The only way out of this timeline is to keep EA driving hard, work with the community, keep giving them what they want, dig out an X factor which will take 3 more years minimum
I've seen too many games rush 1.0 and die to be wrong here
Ok I'll put it like this, a prediction
Monomyth 1.0 release will move less than 1000 copies
Of course, I'm not saying the RatTower should rush at all. Just finish the game through a natural process that results in a good end product.The only way out of this timeline is to keep EA driving hard, work with the community, keep giving them what they want, dig out an X factor which will take 3 more years minimum
I've seen too many games rush 1.0 and die to be wrong here
Quick note about the coming update
Hi, dungeon-crawling fans!
As you have probably already noticed the patch announced for January will be a little late.
Unfortunately, I got bogged down in some administrative work recently, which cost me more time than I expected. Nevertheless, good progress has been made!
The detail pass for the new mines is almost done and I can already say that the final performance will be significantly better than in the original version. Style-wise the new area is also a fair bit more recognizable. The flow of the level has also been improved massively, making it properly navigatable.
Some things are still missing, most notably two major quests, some scripts, and the soundscape. Itemization has been planned out in detail but needs to be realized (i.e. some items still have to be placed). Here are some impressions from the environment:
A shortcut maybe?
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The factory below the heartlands is a vast underground complex.
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A good place for fishing!
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Perhaps a way upstairs?
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All in all, I hope it won't take much longer than 2-3 weeks.
Just wanted to keep you up to date. I will create another dev diary in the near future.
Until then!
Best wishes,
Michael
For the same reason we spend billions to throw trash on Mars or keep pushing AI even knowing it will kill us. Because we CAN, bitch!Is that a real problem? I mean, are there people doing that? I have never used respec ever, so I am wondering whether someone would go that far. And why?So you can cheat by playing a mage until you respec to an archer once you have arrows? Maybe the point of being an archer is having more difficult ressource management in exchange of headshots from affar? Or maybe it is to have harder beginings and easier endings, unlike other classes with a more constant experience during all the game?Right now respecing might be a good idea, because I found that early on trying to play as an archer makes no sense because you don't find enough arrows. So I restarted as a mage and everything was much better!
I dont know what the intentions of the designer were, it's also possible that playing warrior until you get lots of munition -> playing acher until your spend them -> playing a warrior again -> switch to mage on the doorstep of the final boss to blast his face with the best spells + 50 mana potions (big hoarding because I didn't use any during the game, never was a mage) is indeed the way to go, the "intended experience TM".
No seriously, "go that far", do you read yourself? It's just pressing a button... just press a button, and all that dead weight in your inventory becomes usefull, then switch back. No big deal. Only a LARPing faggot wouldn't use it. I think I'm one of them, I never use respec, fuck that casual shit. But it plants the seed of doubt in my mind.... am I an idiot for not using it? Do the designer expect us to use it? Is the challenge tailored for it and that's why I have such a hard time to progress, because I don't use it? Or am I simply retarded?
I don't know!Get this trash out of my gaaaaaaames!!!
Nothing wrong with that.I won't buy anything in early access, I thought this was the norm but maybe I'm wrong.
If this sort of emergent optimization arises out of the mechanics, the dev may want to formally harness it in the form of careers or multi/dual class approach.So you can cheat by playing a mage until you respec to an archer once you have arrows? Maybe the point of being an archer is having more difficult ressource management in exchange of headshots from affar? Or maybe it is to have harder beginings and easier endings, unlike other classes with a more constant experience during all the game?Right now respecing might be a good idea, because I found that early on trying to play as an archer makes no sense because you don't find enough arrows. So I restarted as a mage and everything was much better!
I dont know what the intentions of the designer were, it's also possible that playing warrior until you get lots of munition -> playing acher until your spend them -> playing a warrior again -> switch to mage on the doorstep of the final boss to blast his face with the best spells + 50 mana potions (big hoarding because I didn't use any during the game, never was a mage) is indeed the way to go, the "intended experience TM".
Respec is such bullshit, at so many levels... the thing has to die along with adaptative difficulty and quicksaves, the sooner the better.