Corridors and pillars


Previously damage was computed as str + dmg, but there was a random chance to subtract 1. This was a hidden from the player. Now I have made this variation in damage more substantial, and visible to the player, by implementing damage ranges for weapons. For example a weapon can have a dmg stat of 3-4, meaning the character wielding it will do damage of str plus between 3 and 4.

The room layout is now more varied with corridors (rooms can be one tile wide) and pillars (free standing pieces of walls). To avoid completely unplayable levels, Stone Trolls (who always start out sleeping) will not start in a location where they are blocking the player.

Going up the stairs to the next level is now an explicit 'go up' action, so the players can walk past the stairs without automatically ending the current level.


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