@Grummz What about the jobs? If they didnโt fiddle with it, what would the people who worked there do? Just sustain support? You canโt call yourself creative or pay a huge salary for that.
It is pretty cool when you discover surprisingly awesome character builds in a game you made.
I call this one the โSleep Blade.โ You have a much higher chance to land a melee crit on sleeping enemies, and when you can put them to sleep yourself... fun!
Other changes:
- Major updates to skill trees
- New level generation system that has a nice mix of procedural and hand authored content
- New enemies and enemies kills
- Changes to shielding spells/scrolls, they now absorb damage instead of increasing defense
- Sealed rooms, defeat all enemies to escape
- Plus more...
I felt like you still needed to grind a bit for Gil to buy some potions, but not much if you got all the items in the castle and town.
I remember one play through on the SNES grinding Cecil and Kain up a huge amount and in the process finding the Imp Summon that could be taught to Rydia. Only every saw that once.
I have found dull tooling is the perfect use case for vibe coding! The stakes are relatively low as the tooling itself doesnโt ship in the final product and the requirements are usually pretty clear. I have found switching back and forth between Codex and Claude Code based on the latest model and their cost working pretty well.
For my remaster project, Iโve vastly extended an editor I originally hand-coded back in 2012. Having tabular stats and graphs directly in the editor is a much nicer workflow than balancing everything in Excel and repeatedly importing it. I wouldn't have wasted the time building or even vibe coding this a year ago.
Same with vibe coding my own web-based task-management and analytics platform with Git integration, so I can tie all my testing session directly to a Git commit!
Got my first wishlist deletion today since putting up the Steam page for Dungeons of Desolation Remastered. Thirty-three additions, and somehow itโs the one deletion Iโm thinking about ๐
Apparently Iโm taking it like a breakup: โWhoever you are, Iโm sure you had your reasons, but Iโll do better. Please come back. I can make you happy... the game is fun, I promise...โ
Going to try to make the NPCs in town full characters like the player, instead of just the head icons.
Still going to use the icons for the MOBs in the dungeon for readability, feel it is important you can quickly understand the enemy type.
More upgrades to the town graphics.
Added lighting to the building! This is something I wanted to do way back in 2012 in the original, but it fell off the priority list. Added old screenshot for comparison.
The "Whirl" skill attacks all tiles surrounding the player and it only costed 8 CP (Concentration Points) in the original game?! That needs some balancing, way too OP!
The original "Charge" skill is useful to get out a tight spot, but I think it needs different name, as I keep thinking it should be World of Warcraft charge to close the gap to an enemy...
Hmm, maybe it should, it could use some love.
Trying out new graphics for the town level. Still needs work but much better than the original.
Removing the player lighting helped a lot. Need to add some other lighting.