It’s Saturday and it’s time to update the DotO Update Blog! Last week, I talked about a small delay that we had. Now we have Prototype 3 and I’ve been playing it nonstop. I feel like it’s a really good sign that I’m enjoying it so much. We only have one dungeon and the single level 1 Glub mob, but I cannot stop rerunning it to see what items I’m going to find next.
Now that the game has (a very very rough implementation of) Loot, it really feels like a game. There’s quite a few bugs and most of the Loot doesn’t even do what it’s supposed to yet. But the feeling when I see a yellow box with the words, “Canopic Jar,” and I know I just got something that’s going to make my character (Their name is Testo, BTW…) so much more powerful.
I’ve been tweaking attacks on weapons and trying to create early game builds that a player might actually run. It’s been a bit difficult, because there are no drop rates. Every item in the game can be in the chest at any point, so I keep wanting to run all legendary items, instead of the rare ones you would normally get early game.
It’s been good fun trying to create an all Strength build on Testo. And the joy of finally opening a chest and seeing a helmet with Strength rolled on it, that’s something I can’t wait to share with everyone!
Games are very complicated, it turns out! I knew it going in, but sometimes you can know something but still not fully comprehend it till it actually happens.
Don’t worry, we’re still making great progress. In fact, Kel is nearing completion of Prototype 3. This one is going to have the first implementation of all of the complicated systems I’ve designed.
We’re talking loot, attacks, mobs, and even potions! It’s really a lot when you think about it. It’s the entire infrastructure of what makes this game. These, of course, are all things that lots of games have. But that doesn’t mean they aren’t complicated systems with lots of interconnected parts.
Kel and I both underestimated how long these would take to implement so we had to do a little rescheduling and contract extensions. You know, business stuff. No big deal. But it’s easy to see why other games post release dates and then keep pushing them back. You’ll see that I’m not giving any dates until it’s time. I definitely understand how things can fall apart and announced games never get released.
All of that to say, we’re all still plugging away at this and we should have a few fun things to show in the discord soon!
It’s still Saturday night, and um, I didn’t forget to blog all day today…
But yeah, It’s Saturday and we recorded our fourth podcast episode yesterday. That means it’s been over 8 weeks since we really started this whole project. (That episode should be out later tomorrow…)
Earlier tonight I tried to stream our second DotO prototype. Something bugged out with the stream and I only got 4 minutes of it saved. I’m going to have to redo that video tomorrow.
Three months ago I’d have never believed that we are this far along already.
It really is a bit misleading. I know it’s going to take a long time to actually finish the game. But I think it’s okay to be happy with the progress too.
I worry a little bit, that people won’t understand how long these things actually take and that they might get a bit antsy. I’m doing my best to keep everyone informed about our progress. I want people to be excited, but I’m also trying to present realistic expectations too.
Anyway, I don’t have any huge updates to share today, so enjoy this character death animation gif…
The big news this week here at Knob Cat Games is Minor Stats! Kel has been working hard to get them in the prototype!
Let me explain. DotO is going to have three types of stats: Major, Minor, and Non-Combat.
Major Stats are your Constitution, Strength, Dexterity, and Karma. These are used to determine a lot of aspects of your character. You get Major Stats by leveling up and a lot of them from your equipped Loot. These we’re already in our first prototype and worked pretty good so far!
Non-Combat stats are things like Gold Find. They’re not in the game yet, so we’ll talk more about them in the future.
Finally, Minor Stats determine a lot of special aspects of combat. You get Minor Stats almost exclusively from your equipped Loot.
Right now our prototype doesn’t have Loot, but we can assign Minor Stats for testing. There’s going to be quite a few more. But for now Minor Stats are Critical Chance, Critical Damage, Dodge, Revitalize, Block, Physical Damage Boost, and Damage Reduction.
That’s all I have time for now. If you have any questions, be sure to join our Discord Server and we’ll keep you updated!