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Dungeon Lords: Development Update & Demo Comments from Heuristic Park

(PC: Single- & Multi-Player RPG) | Posted by Dhruin @ Friday - April 01, 2005 - 00:31 -
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The recent 'Dungeon Lords' demo elicited a huge response from readers here and elsewhere, with comments of both criticism and support. The obvious question was - with the game still in development, how closely did this demo reflect the final game? We approached Heuristic Park for comment and Artistic Director 'Chuk' was kind enough to give us this update:
The game has made a considerable progress since the released demo. While the demo did not represent a final, polished segment of the completed game (which I'm sure most people were expecting), it has turned out to be a pivotal source of information from first-time users, and has provided us with a GREAT list of constructive feedback!

We have been hard at work making changes to the game based on the new info, as well as finalizing starting classes (with their skill cost balancing and availability), starting class equipment (including mage/adept spell) etc.

We have modified the initial difficulty to make it more friendly to new players while still allowing players to wander into the woods and get some hairier battles if they so desire. The new difficulty modifications will allow people to adjust to the gameworld more gradually without being beset by more foes than they should be able to handle.

Camping is also in, allowing players to rest their characters, heal, wait until their preferred time of day to break camp, and recharge their magic.

That's the short short list of some of the more interesting and easy to describe changes that have already been made.

Differences between the Demo and the Game:

We gave the players far more abilities, skills, spells, in the demo than they will have in the beginning of the game (so they could test drive some of the cool stuff) and demo users can also take advantages of the Revive key having no penalty. Users should take note: The starting equipment, skill availability and super revive key present in the demo are not indicative of starting player loadout in the final game (which will be a very limited set of spells and equipment, based on starting class).

We appreciate everyone's interest and feedback! All the user input has been VERY valuable and we have studied it all very closely. The changes based on user feedback are even occurring while I type this, and I will be heading down the hall to provide assistance in these matters as soon as I'm done writing this. :) I have been testing the new changes and balancing myself and I am very happy with the way things are progressing.
You can also find some specific details from Chuk on the Dreamcatcher forums about some of the class starting equipment and rebalancing, including some interesting points on what appears to be a fairly significant change to the way spell charges work.
 
 
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