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Dungeon Delvers: Development Update

(PC: Non-RPG) | Posted by Dhruin @ Monday - October 31, 2005 - 06:38 -
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| Game Info | Homepage
CrossCut Games has a 'Dungeon Delvers' update, detailing some substantial design changes and a new engine:
After declaring a "do-over" and significant delays in web site updates, you might have every reason to wonder what's up? What's going on around the House O' CrossCut? Loads! First off, some preliminary comments.

Why the change? As I said last time, the game just didn't have the punch it needed. It was lacking a sense of urgency, and a sense of meaningful decision points. The game base was good, the concept was solid - but the actual quests lacked something. They just felt a little lack-luster. So we've come up with some significant changes to the game - specifically focusing on the quests.

So what changes? For one thing, we've moved the game completely into dungeons. That was more in keeping with the theme of the game, but also gave us alot more focus and simplicity in design. Another thing is we've made these dungeons more interesting and meaningful - adding things like rotating rooms, dark areas, altars, crypts, pits, doors, teleporters, and more. We're reworked how Fate operates - basing it on a metaphor of masks and press-your-luck. It's really cool and feels more like you control your fate rather than just watching it unfold. We've also removed any ambiguities in the objective of a quest. Now it's all about getting the Relic and getting back out alive. That added tension to the game that makes everything more exiting.
 
 
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