Major Changes & The future of Dungeon Mori
I bring some news about the project and plans moving forward. Whether they're good or bad, it's up to each of you to define. Starting with some changes:
Discontinuation of the Web version
Due to various issues, related to save files, performance and bugs, I'll be discontinuing the web version of Dungeon Mori, and moving to a standalone version, like many other games in today's market.
Right now, working on fixes for the web version has been taking time away from the development, and since I'm the solo developer of this project (as well as not really a programmer), I often run into issues which I can't easily find my way out of. Since that's the case, I thought it would be better to focus my efforts on polishing the standalone version to the best it can be, rather than patching and maintaining a potentially subpar version. I hope you'll understand.
Rework of the Dungeon system
For a long time, the game has been plagued with a bug related to the way exploration works (and to be completely honest, it's entirely my fault due to lacking the competence of a decent programmer), in which options would vanish while exploring, preventing you from doing anything and causing a soft lock in the game.
Due to that, I decided to scrap the exploration system entirely and rewrite it from scratch, taking inspiration of some similar mobile games, I replaced it with a completely new system, which while not as descriptive and text heavy, should make for a significantly more fun and interactive experience for the player.
The system is already implemented in my working version of the game, and closed feedback seems pretty positive, but I do hope you, the players, like this new change. Here's a sneak peek on some screenshots of the new exploration system:
New exploration system, now with less text and a bit more agency!
Future Updates and Plans
My plan for the future of the game is twofold, and this might be a bummer for some people but good news for others:
Free demo/Commercial Release
I plan to keep a free demo on itch.io, similar to what I've done in the past with this very game, which will contain the first dungeon, the Goblin Lair, plus a bunch of other features the players have come to expect, but not more content than that.
On the other hand, I plan to continue developing and implementing more dungeons and actual content to a commercial version, that I'm planning to release in early access to see if I can gather feedback and a bit of funding, so I can devote more time and effort to the game. If everything goes well, people who buy it can expect free updates, as I have already been doing, except in a better frequency.
Not only that, but with money from sales, even if it's just a bit, I can hopefully invest in a composer to make some tracks for the game, since this is something which I wanted for a long time and I still want, but I lack the funds to properly invest on it.
I plan to make the commercial version available on both here, on itch.io, and on Steam, so if you like the game, you will be able to support it directly from one of these platforms.
If you kept up with my ramblings until now, I thank you for reading everything so far, and hope you'll be excited for the future changes. I do plan to continue development on Dungeon Mori, and I'm putting effort so I can make a game that players truly enjoy.
Dungeon Mori
An Interface Based Dungeon Crawler
Status | In development |
Author | FilthyDrawings |
Genre | Role Playing, Adventure |
Tags | 2D, Dungeon Crawler |
Languages | English |
Accessibility | Subtitles, One button |
More posts
- Beta v1.1.4 UpdateJul 10, 2024
- Beta v1.1.0 UpdateJul 10, 2024
- Beta v1.0.0 UpdateJun 23, 2024
Comments
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Any thoughts as to when the first version of the new system will be available on the web site? I have not tried the web version yet, but the screenshots look pretty slick.
I'm still testing a bit to iron out some bugs, but it might be soon. Maybe in the middle of the next week, if everything goes right.