

It was easy to code, but complex to build your own dungeon from scratch. Currently all dungeon mechanics require wiring. Plus, the dungeon’s you’ll be replaying will have the potential to be excellent.Ĥ. When you can play other peoples dungeons it’ll make the game even more replayable than random generation. Rather than tweak the rng, and get only slightly better results, I’m handcrafting the dungeons in part to teach the mechanics that users can use to create their own. Sometimes rng would give you a dungeon that was too easy. I loved randomly generated dungeons as far as replay value but to me the dungeons were somewhat boring. In game dungeons will now be hand crafted. In the end, you’ll be able to create huge puzzle rooms that share multiple puzzle elements.ģ. Each dungeon will introduce an entirely new puzzle mechanic. We will have blocks that you can push onto buttons, lasers that can activate triggers, blocked walls and more. This was important to me if I was going to encourage users to create their own dungeons.

There are pros and cons to this approach but I think it will make designing your own dungeons a lot simpler (and look better as well).Ģ. My last piece of news on here explained how the wall graphics were going to be changed. Since then I’ve been working on adding this new feature that I think will make the game a whole lot better! What’s the hook? It’s a sandbox adventure game where you can build and share your own dungeons! Here’s what will change:ġ. My first reaction was to completely dismiss him. My brother made a big suggestion: make dungeons better, and allow users to upload and share them. It was feeling more and more like “just another sandbox mining and crafting game.” Yes, it has quite a bit of content and features for a game like this but at some point I’m going to need to market this game. At the same time I was feeling like something was missing from the game that set it apart from other titles. And, building was one of the elements I thought would be great! You could build your own base and make a town for NPC’s but building your own dungeon felt like a waist of time. Parts of the game I loved, but building was practically useless. I wasn’t in the final stages of polish, but the game had pretty much all the content I was planning on having in the final release. I was in the process of polishing the game. The next step is going to be getting the word out and pulling the trigger on the final release. I designed them to be challenging but not frustrating. Dungeon puzzles: Every dungeon now has it’s own unique puzzle mechanic. Since I find forced tutorials annoying, I’ve designed it so you can completely ignore these quests if you want.ĥ. I’ve added tutorial quests to give the player some direction in case they get lost. Tutorial: There’s so much to Tile Miner that it would be easy to play the game for hours and have no idea that there are dungeons to conquer and villages to explore (along with many other features). Find a red x under a rock and break it to reveal all kinds of great loot!Ĥ. Hidden Treasures: Throughout the world there are treasures hidden under rocks. It’s now much simpler to build a house because it doesn’t take up quite so much space!ģ. House Size: This one is hard to explain but building a house was more complex than it needed to be in previous versions. He redid probably more than half of the tiles in the world to make it look more varied and interesting.Ģ. Graphics: We worked with Tom Filhol (our graphics guy) to see where we could improve graphically. I’m not going to do a change log because it would just take far too long. This morning I opened up version 0.8 and was reminded just how much has changed since that update. The dungeon sharing is a cool addition but it really makes no difference to the core game.

The development of Tile Miner has taken far too long. There are many reasons, but the primary one is that I want to get 1.0 out sooner. I’ve decided to postpone dungeon sharing until after 1.0 is available. I will also be locking access to the final underground layer (and dungeon) to leave something for the final release day. The only differences will be any bug fixes that are found between now and the 1.0 release. This will be the final early access build! That means that what you see in this version is almost entirely what you will get in the final release.
