Dev Log #8 | Conversion Finished!
I haven't updated Ravendale for some time now due to me working on Converting it to the Godot game engine. I've also modified some gameplay features. These changes are listed below. Thanks for reading and playing!
~~~Major Changes~~~
- Converted Ravendale from Python to the Godot Engine
-- Now Playable in browser
- With the conversion comes a change in the name of the game. Well, addition to the name.
-- The name has been changed to "The Tower of Ravendale"
~~~Damage Changes~~~
- Physical damage now has 3 damage types
-- Slash
-- Pierce
-- Blunt
- The Level Bonus is now just a % Damage bonus
-- 5% Damage Bonus per 3 levels
- Opponents Damage bonus per Dungeon Floor completed is decreased
-- was: 10% per 3 floors
-- now: 5% per 3 floors
- Damage Amulet has been nerfed again.
-- was 2 bonus Damage now its 1
~~~Opponent Changes~~~
- Oppoents Health and Damage bonus per dungeon floor completed is decresed
-- Before: per 3 floors
--- Health: 15%
---Damage: 10%
-- After: per 5 floors
--- Health: 1%
---Damage: 5%
~~~Player Changes~~~
- Player health bonus per level has increased
-- before: per level
--- Health: 3%
-- After: per level
--- Health: 6%
~~~Armor Changes~~~
- There are now 3 types (cloth,leather,metal) of armor with 9 pieces total with 6 armor slots(head,body, 2 arms, 2 legs)
-- Cloth: Cotton and Padded
-- Leather: Studded and Hide
-- Metal: Iron, Copper, Bronze, and Steel
~~~Magic Changes~~~
- Magic no longer regen during combat
-- added a Lesser mana potion to regen mana
- Hydromancy and Restoration is now combined
-- spells kept from Hydromancy
--- Wave: 10 Magic Damage, No Healing, 15 MP Cost
--- Bubble Shield: 25% Magic Damage Reduction, 5% healing, 20 MP Cost
--- Flow: Toggle, 10% Magic Damage Reduction 5% Physical Damage Reduction, 3% Healing, 30% MP Reserve
-- new spells added to Hydromancy
--- Rain: Targetable, (Player) 3% Healing, (Opponent) 3 Magic Damage Over time 2 Physcial Damage Over time, 15 MP Cost
--- Ice Wall: 5 Magic Damage 15 Physcial Damage, 5% Magic Damage Reduction 15% Physcial Damage Reduction, 20 MP Cost
--- Calming Springs: 50% Healing, 75% MP Cost
- Geomancy Buffs
-- due to the player no longer regening mana the mana cost of bunker have been reduced
--- bunker: was 40, now 35 mana cost
~~~Dungeon Changes~~~
- Health no longer regens while traveling in the dungeon
- Gold Changes in the dungeon
-- Common Opponents will now be in teirs to determin gold drops
--- Common Opponents gold drop rates:
---- Teir 1: 5 - 10 gold pieces at 20%
---- Teir 2: 5 - 10 gold pieces at 30%
---- Teir 3: 5 - 10 gold pieces at 40%
---- Amount of gold increases based on completed floors
----- 4 floors completed add 2 gold to max and add 1 to min
-- Boss Opponents will have a Flat rate of gold drop depending on Teir and Dungeon Length plus a change for additional gold
--- Dungeon length bonus: .5 gold piece per dungeon piece. (rounds up)
--- Teir 1: 8 gold pieces + Dungeon Length bonus + max 15% additional 2 gold
--- Teir 2: 10 gold pieces + Dungeon Length bonus + max 20% additional 4 gold
--- Teir 3: 12 Gold Pieces + Dungeon Length Bonus + max 30% additional 6 gold
--- Additional Gold Percentage is based on Completed floors with a min of 5%
---- 5% per floor up to the Max %
- Exp Changes in the Dungeon
-- Common Opponents Exp Teir
--- Teir 1: 5 to 10 exp for kill
--- Teir 2: 6 to 12 exp for kill
--- Teir 3: 8 to 16 exp for kill
-- Boss Opponents Exp Teir
--- Teir 1: 8 to 12 exp for kill
--- Teir 2: 10 to 16 exp for kill
--- Teir 3: 12 to 20 exp for kill
~~~Town Changes~~~
- After the Start menu the player will end up in the Town Square just outside the dungeon
-- the player with have 4 option: Dungeon, Church, Shops, inn
- Inn: now the location to modify equipment otherwise its the same
- Some weapons have increased in price due to the gold changes in the dungeon
~~~Proficiency Changes~~~
- I removed proficiences for now due to me not being really happy with how it was implemented.
~~~Misc Changes~~~
I don't know where to put these changes
- Health Potions, throwables, and poisons now share the same inv space.
-- they still do have their own charges
- Poisons now last the whole duration of the combat
-- you can only poison the enemy once
- The Player will now start off with 2 lesser health potions
- changed all of the Oppoenent's pictures to the general placeholder
- Added previous Input list
- Added a History list for the player to see what they inputted
-- use the Up and Down arrows to Navigate it
- changed the name of the Off-hand slot to Utility
- reduced the rewards from the Fetch quest
Get Tower of Ravendale
Tower of Ravendale
Status | On hold |
Author | MasterSolid |
Genre | Role Playing |
Tags | Dungeon Crawler, Fantasy, Magic, Medieval, Procedural Generation, Retro, Singleplayer, Text based |
Languages | English |
More posts
- Dev Log #11 | Jesters, Foods, and Hall Monitors: V0.04Apr 24, 2024
- Dev Log #10 | Coin Carry limit and Angry Gods, kinda: V0.03Mar 25, 2024
- Dev Log #9 | Quests Revamp and Carry Limits V0.02Mar 10, 2024
- Dev Log #7 | Converting to GodotSep 02, 2023
- Dev log #6Jul 24, 2023
- Dev Log #5 | Short but neededJun 02, 2023
- Dev Log #4 | Equipment and Varied Opponents updateMay 30, 2023
- Dev log#3May 16, 2023
- Dev log#2May 15, 2023
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