Had some time to check out the Windows build tonight.
Going to start with my general impressions/feedback, then detail out a bit more on the two runs I played.
And no mistaken attempts to bump attack this time.
* The merchants are definitely a fun add and (assuming you don't get a start like my 2nd game where the entire world is against you
) it's definitely good to have another shot at grabbing some equipment. I feel like this game will get exponentially better with each new 'piece' like this that you add, since the number of possible interactions grows and grows (in sort of a Dwarf Fortress sort of way.
)
* Magic was also new to me too, though only my first character was able to really make use of it (he had a much better magic score than the prisoner.) It was good to feel like a low CON character wasn't just "weak" anymore, and it was neat to be able to see the purple mana fonts to gather up (and more to the point, interesting to see that the non-magical "prisoner" barely saw any!) Can't wait until there are some spells to use
* The maps seem to do a good job particularly at the high level. The terrain feels "correct"... mountainy/wastes on the outskirts of the map, forests towards but not up to the edges usually, and central plain areas where most of the people live. I feel like the progression of biomes as I explore is coherent and makes sense. This sort of thing is important for helping players feel really in the world, which is great to me because this game encourages me to do a little role-playing (see my second game), and more in the world the game can make me feel, the more fun that is.
* My second game really got my attention and was quite fun, even though it ended pretty horribly for my character.
True, this was a combination of the random factors present in the game + my own way of interpreting them, but as I sort of said in the first bullet point too, I think this sort of filling in the blanks by players will become more and more likely to happen as more elements are added to interact with each other and it becomes easier for players to find ways to fill in the gaps. Anyway, the second game breaks out what happened more, so I'll leave the rest of this for there.
Now, the two game reports.
First run (Seed: xd):Started off with a mediumish (is 69 mediumish?) CON build that had 1 gold to his name. His part of the world was very, very much at peace. Lots of peaceful tribes and farm animals. Wandering about, he managed to come across a sling and another gold piece... but then he found this:
A bazaar! Certainly home to many merchants! I checked the wares of several of them, but for the most part they had a gold penny or two and a kitchen knife to their names. I figured my sling was better and went wandering off without buying anything.
Heading deeper into the wilderness, I came across my first hostile: a skeleton! I quickly learned my sling was not up to the task (he didn't seem too impressed by the projectiles, and he was kind of ouchy in melee), but happened to notice a small knife laying nearby. I went to pick it up... and to my surprise, the skeleton wandered away. Why did he do that? After a quick rest, I found out: a goblin had appeared and the two were fightng it out to the death. I can't blame the skeleton for deciding the goblin was a bigger threat. The sling vs. bony claw fight had really gone against me... and besides, the goblin actually killed the skeleton.
I managed to finish off the goblin and laid claim to their combined loot of a penny and some sort of helmet or hat (probably the skeleton's, and probably explains why I had so much trouble hurting him with rocks? Not entirely clear how DEF works.
)
There was a dungeon entrance nearby, so I went exploring. The first floor went well, I was able to slay several skeletons, quickly laying hands on an axe (a significant upgrade on my knife). The second floor also started well, but... alas, I ran into a much stronger skeleton down there who ended me quite quickly.
First run specific thoughts:
* It's pretty neat to see the various tribes going about their business.
Things like seeing them running around with horses and cows, moving in and out of buildings, gathering at bazaars, etc. do much to add weight and a "real" feeling to the world.
* I'm curious: Was the bazaar features (the tables full of fruit in a square arrangement) placed and caused merchants to spawn, or did it "grow" from the large number of merchants in the area?
* It was a little hard to keep track of which merchants I had spoken to and which I hadn't. Tempting to say "mark ones you've spoken to", but what if they get new wares? Maybe instead do something like an icon for 'inventory changed since last player interaction'? But, if a group of them tend to do a lot of swapping, that may not work either.
* Once I found my sling, I really wanted to find something to bonk with it, but this particular world (seed: xd) was very peaceful, it took a fair bit of wandering to come across foes. True, I could have picked a fight... but I didn't feel like I was playing an "evil" character and didn't want to attack something unprovoked. Have you considered a "bard" type NPC that could provide general information about the world and maybe guide you towards particular types of elements? Granted, he IS a bard... the information could be vague enough (and become more vague the further from the 'source' he is) where you still have a legitimate adventure finding the place and event he's talking about. Since the game is very emergent, this could be tricky to code up though... but that's where being vague comes in again handy again. I kinda of see the bard making comments ike "there is heavy fighting among the western tribes" if there are a large number of NPCs fighting somewhere to the west, or "evil stalks the southern forest" (a forest cell south of you has some skeletons / goblins / etc)
Second run ("Prisoner", Seed: qt):Well this is very different. Second guy started off in the middle of a wilderness, a few wolves in sight, absolutely no equipment! High CNS, no MGC... almost feels like some sort of escaped prisoner? Tried running away from the wolves, only to find more wolves and some skeletons! Dodged most of those, but got chased down by a wolf I was forced to fight unarmed. That... barely... worked. After a long rest to recuperate, the "prisoner" decided to continue looking for a safe spot... or a weapon.
Some humanoids were spotted shortly after, but these proved to be hostile too.. perhaps the ones who exiled him to the wilderness? Not willing to fight 2 v 1 unarmed, the prisoner had no choice but to dive back into the wilderness... and right back into more skeletons and wolves. No easy breaks here! This turned out to be even worse than the humanoids, so the prisoner circled back, made a mad dash through several types of different looking humanoids (all of whom hated him on sight... what on earth did the prisoner do anyway?!) before finally losing the whole lot of them in a northern mountain range where he rested.
A random, also unarmed, traveler decided to try being a hero, but the prisoner managed to win this fight easily. And yet to what purpose? He was still unarmed, and in the mountains. He searched the mountains thoroughly, but found no weapons, only a few other would-be-hero travelers. Eventually, using the mountains as a safe base of operations and a place to retreat to, he began to pick off those who wandered alone too far from the villages, hoping to find a weapon. Unfortunately, he did not find a weapon, instead he found trouble:
Yes, all of those are hostile, and our prisoner is still unarmed. Nothing to do but run for it...alas, this ended up turning badly after an archer (probably an actual guard or something as opposed to one of the many peasants?) herded me into a bad, bad spot:
Death followed one turn later.
Second run specific thoughts:
* It was awesome how the randomly generated map, character, and factions were (with some help from player imagination) come to together to suggest a story for the blank slate wanderer. It really felt like he was some sort of prisoner on the run, trying desperately to just stay alive. Every hand turned against him: no friends or resources. And, probably like usually happens in that situation, it didn't turn out so well.
* This run also highlights why it's awesome to be able to place specific seeds.
I will probably try seed: qt again.
If the prisoner had found a good set of equipment, he might have showed a different side to the angry mob that hounded him to his death. }:>
This is coming along very nicely.
I look forward to seeing what sort of stories the game can suggest as more and more features come online.