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Delve 0.6.0

It's been more than three months so time for a Delve update!

Character Paths

My focus (insofar as I focus) was on paths for the player to pick a play style. Builds, although I don't think you can really customize your character sufficiently enough to really use the term build. Pretty early on, the town priest could give you blessings that would buff your player. I'd originally intended them to be temporary boosts. As your run progressed, more choices would be offered. But after I started mentioned other deities in the bits of world lore I was inserting, I thought it would be neat to have different paths for the different gods in the world, who offered different blessings that were appropriate for their milieu. The town priest is still a priest of Huntokar (which started as a joke but maybe I'm stuck with it now) who offers hero/champion sorts of blessings. And now there are two more deities, one who offers more stealth/trickster blessings and one that is a war/beserker type. The blessings are now more or less permanent and you can of course follow only one deity at a time. After a certain point, you won't be able to change paths. (More for flavour than any mechanical reason)

You'll need to poke around a little to find access to the two new paths. One of them is a big too strong I think, but I haven't tested it too much. I won't worry about balance until more of the game's content is in place.

Other stuff

There are a bunch of new items and monsters of course. A big new thing is magic arrows. A bow in Delve has unlimited ammo (I wrestled with this decision but decided that having to micro-manage your arrows when you want to play an archer didn't sound like that much fun) but I've added arrows that explode, create webs, etc.

The town now has a tailor!

When you rest at the inn, your maximum HP increases based on how many new dungeon levels you've explored since your last stay. Gotta adventure to get those gains!

There are also several new potions and a gingerbreadman cookie you can eat.

The repeat keys and arrow movement should work better on the macOS and linux builds, but there are still some glitches to work out.

Up next

The next major thing I want to work on is spellcasting and making the scholar starting role a viable option. One struggle is going to be adding a bunch of fun, cools spells to the game but not making playing a wizard Easy Mode and the obvious best way to play.

Also, one idea that I absolutely love is the reagent system from Ultima IV, where you need to find or buy spell components and prepare your spells in advance. I find it very flavourful and evocative, but I'm not sure if it was actually a feature people liked or if most saw it as tedious bookkeeping.

I don't have a timeline for 0.7.0 but I'm hoping it will be less than three months.

Dana's Delve is open source under the Creative Commons CC0 1.0 Universal license and its source code is available on GitHub.