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Dungeon Coup Update 0.4

🕑 Added 2021-01-14 19:21:24 +0000 UTC

Comments

Mr Zed

Yeah, those are some great iedas!

Walter Madison

Forgot to mention, I like the traps idea, and I thought of a couple that might fit with the existing bondage themes. Maybe rather than (or in addition to) a trap these could come into effect by random chance if you lose an encounter with an enemy or are beset by multiple enemies. One would be to add leg bonds (reduce speed, eliminate sprint & roll?); another would be ball gag (reduce stamina); perhaps these could be automatically removed after the next encounter, or require that the player find a chest with a key that removes one, etc.

Walter Madison

Darn, I was kind of hoping it was operator error on my part, sorry it means more work for you! On the bright side, I stumbled on a play style that seems to mostly work for me - with a hand on the mouse and mostly using that for steering the character it keeps the character and camera pretty much in sync, and makes it quick to adjust if a change of direction throws it off. Keep up the good work!

Mr Zed

The camera is far from ideal, it is one of the things im working with my buddy programmer to fix/update/change. Thanks for the feedback :D

Walter Madison

MrZ, it might be me as I've just FINALLY downloaded Dungeon Coup, loving what I see so far. But I'm having a devil of a time with the camera - it feels like I've got to constantly adjust it to see what's going on. I guess I'm expecting something like having it generally follow behind me (too much Tomb Raider as a kid?) and be able to adjust away from that spot and then have it come back. Maybe I'm just using it wrong?

Mr Zed

Yes, the enemies running in circles is not something intentional we made, but instead an error from Unity's base navigation system for AIs, we have a prototype solution but haven't had the time to implement it yet!

The enemies right now are to stupid to chase the player. I hope this changes in the future.

Cosus

Traps would be nice to have in the game if done right: i, for example, would prefer having traps that have a brief effect like tripping the character or slowing them down for a couple of seconds so that they would have an impact on gameplay if you're being followed but wouldn't slow it down too much if no one is around. What i'd really want to see with traps is for them to work on both the player and the AI so that if i see a rope on the ground in front of me i could just jump over it and use it to slow down whoever is following me. Regarding trapped chests/doors i feel like there's no need to add traps to them other than the debuffs and dead ends that already are in the game.

I love the idea of traps in Dungeon Coup. Maybe with a toggle for people who do not want to be 'inconvenienced' with whatever negative effects would be included. Progressive bondage would be a wonderful addition to this game! There are already plenty of options to adjust difficulty to the game, I feel as though this would make it even more dynamic as far as gameplay goes. Also, I just like bondage. :P


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