Proceedural Generation (Update #2)
Howdy folks, I've got some new features to announce today! I am super excited for today's announcements because they bring forward new game mechanics and features that enhance the replayability of the game. This game has become a major passion of mine over the last month or so and seeing it come to life has been really inspiring. I hope you all enjoy Dragon Hex on its release as much as I have enjoyed making it.
Procedural Dungeon Generation
Procedural level generation is now working in Dragon Hex, which creates a totally different experience each time you play a new character! This basically means that levels can be created on-the-fly filled with enemies, traps, treasure, as well as levers and switches that can reveal hidden pitfalls and bonuses. Any given level may contain a locked door that can be opened either with a key, lever or some other interaction. Special logic is added to ensure that there is always a path to complete the level.
New Enemies
A few new enemies have been developed for the dark and dismal caves that make up the cave environment areas in Dragon Hex.
- The Octopod is tough and will pose a considerable threat to most Heroes, it may be best to keep your distance.
- The Eyepod, that will fling its disgusting eye goop at a hero from a distance, and slip back into the cracks in the floor if it is approached.
- A cowardly Serpent that will attack opportunistically and then attempt to flee and wait for another easy meal.
- A Poison Frog with thick skin that cannot be damaged with normal weapon attacks.
- A massive tentacle believed to be part of a larger creature.
Enemies in the cave environment of Dragon Hex
New Abilities
Getting right down to it, I've been playing with some new abilities. Here are a few that I've tested enough to throw out there.
- Knight - Shield Bash - The Knight moves forward into an enemy's space, stunning the enemy while knocking them back. This ability allows the Knight to move in and get in multiple strikes on an enemy before it can react. The initial shield bash itself does not do damage directly, but if the enemy is pushed against a wall or another enemy, both will take damage.
- Knight - Defend - The Knight holds their shield high, fending off the attacks for the next round. Using this ability does not end your turn so the Knight can use this to soak up damage in a melee battle or prevent ranged attacks from draining health while they move into position.
- Monk - Stiff Blow - The Monk strikes and enemy with a staggering attack, pushing them back and granting the Monk another action. This ability allows the Monk to better maneuver in the dungeon. Stiff Blow has a similar damage effect to Shield Bash when enemies are knocked back into each-other, which means that landing one in the right position can result in extra damage.
- Monk - Roundhouse Kick - The Monk spins around violently pummeling all adjacent enemies. Useful when overwhelmed by many enemies at once.
- Rogue - Quick Strike - The Rogue strikes quickly and unexpectedly, allowing them to take another action. This is actually the Rogue's primary attack, and sets them apart being the only character who will be getting additional actions on nearly every turn.
- Rogue - Evade - The Rogue dashes into or out of battle quickly, moving 2-3 spaces away and ignoring any traps in-between (traps at the destination will still trigger). With this ability, the Rogue can effectively stick-and-move around an opponent, or potentially lead them into triggering a trap.
Dragon Hex
Rogue-like retro dungeon crawler
Status | In development |
Author | Skull Wizard Games |
Genre | Role Playing |
Tags | 16-bit, Dungeon Crawler, rogue |
Languages | English |
More posts
- Stealth, Perception and AI (Update #3)Jul 05, 2018
- Environment, Enemies, and Lighting #1Jul 05, 2018
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