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Monomyth News

Beta 2 is now live on the test Branch

Hi, dungeon-crawling fans!

I just uploaded Monomyth's beta 2 patch to the test branch.

Let me first apologize for how long this took! The patch should have been out for weeks by now, but a few things came up that required my immediate attention. It's an unfortunate risk with solo development. Sorry for the delay!

Anyway, if you would like to try the new patch out right away, you can do so by
* clicking right on your library entry for Monomyth
* selecting Properties
* switching to Betas and
* selecting the "testing" branch in "Beta Participation"

Be warned though: This build still has to be tested with default-branch save states.
There are still a few issues I'll have to iron out as well. Two of the 25 sections in the mines are still inaccessible. I'll sort this out as soon as possible. Unfortunately, I won't be able to upload a new build until next Thursday. So it will still take a bit until the patch is moved to the main branch.

Content-wise this patch includes three new areas as well as new quests.
I'll post a more detailed update soon!

Until then!
Best wishes,
Michael

Quick note about the coming update

Hi, dungeon-crawling fans!

As you have probably already noticed the patch announced for January will be a little late.
Unfortunately, I got bogged down in some administrative work recently, which cost me more time than I expected. Nevertheless, good progress has been made!
The detail pass for the new mines is almost done and I can already say that the final performance will be significantly better than in the original version. Style-wise the new area is also a fair bit more recognizable. The flow of the level has also been improved massively, making it properly navigatable.

Some things are still missing, most notably two major quests, some scripts, and the soundscape. Itemization has been planned out in detail but needs to be realized (i.e. some items still have to be placed). Here are some impressions from the environment:

A shortcut maybe?

The factory below the heartlands is a vast underground complex.

A good place for fishing!

Perhaps a way upstairs?

All in all, I hope it won't take much longer than 2-3 weeks.
Just wanted to keep you up to date. I will create another dev diary in the near future.
Until then!

Best wishes,
Michael

Video Devlog 16.0 | Tools, Mines & Redesigns

Hi, dungeon-crawling fans!

It's time for a new project update! The last month has been filled with level design, programming, and optimizations. Early Access version 2.0 is currently scheduled for January. You can hear all about it in the latest video devlog:

[previewyoutube][/previewyoutube]

As always you can find the transcript below!

Merry Christmas, a Happy New Year, and best wishes!

Michael

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Hi, dungeon-crawling fans!

It’s time for the last devlog of the year. Monomyth’s early access version has been out for two months and a lot of work has gone into fixing errors and preparing new content. The first major content patch “Echos in the Dark” is currently scheduled for January. In it players will continue their journey into the depths below Lysandria. So let’s take a look at it.

Most of the new content takes place in the mines and factories below the heartlands. The area has gone through some major revisions in the last month. In fact, it went far beyond the announced restructuring. While much of the assets and questlines are still intact, most of the area’s base geometry has been redone. The normal course through the area has been completely reorganized and many locations have been dropped or replaced. As a result the area is much more intuitive in its design, easier to navigate and much better integrated with the rest of the game. It is still a highly complex area to get lost in. During the design process there has also been a stronger focus on different types of encounters, so it will be interesting to see how people’s playstyle will adapt coming from the heartlands.

When I remade large parts of the mines I applied a slightly different design approach. The original version of this area had a rough vision, which was implemented in an ad-hoc fashion. This means the bigger picture was more or less clear and the details were filled in step by step during the implementation process. This led to some nice vistas but all in all the area was much too big, annoying to navigate and hard to optimize.
So, for the new version of the area I went back to Monomyth’s original area design principles. I have talked about these principles a few times in the past, but to refresh your memory, let's go over them once more.
Basically, Monomyth applies the design principles found in the earlier levels of Ultima Underworld, where an area is split into several sections, connected via a center-piece or a long hallway that makes it easier to quickly travel through the place.
You can see this principle applied in the heartland’s river system, respectively the main road between the Serpent’s Bastion and Lysandria.
Sections are then built from rooms, respectively encounter locations. Here I made some small adjustments. I introduced subsections which bundle thematically connected rooms together and make exact planning easier.
The mines have pretty much exactly the same scale as the heartlands, but due to the subsection driven design, the density of rooms is slightly higher. 
You can, by the way, find similar design principles in various online dungeon crawlers. The only difference: These usually do not have any major connecting hallways, as such would probably introduce unwanted chokepoints on the map. 
For Monomyth on the other hand, that’s a positive, as it helps you quickly navigating through the map while still retaining somewhat of a directed map flow.

Anyway, the mines still require a detail pass in several areas, a sound pass and some coding. All in all, I think the map should be ready during January.

But level design was not the only thing I did during the last month. I have also worked a bit on better tooling. As I have mentioned in an earlier update most of Monomyth’s dialogue trees are actually designed and written in a simple table which is transformed into a struct by a Python script. 
I finally found some time and started implementing a dialogue tool, so I can properly write, edit, visualize and fix my dialogue trees in one environment. I hope to get that tool into a usable state this month, so it can speed up the writing and quest design process.

I have also worked on a few fixes, as well as some optimizations, which were already contained in a new patch released a few days ago.

So this is where we currently stand. As mentioned in the beginning, the content patch will likely be ready during January. Until then, I’ll keep you updated and see you soon!

Patch EA1.0.2a

Hi!

I just pushed version EA1.0.2a to the default branch. Here are the patch notes:

* Switched data for future content patch
* Optimized lightmap density
* Corrected collision on some cave geometry
* Added NPC for respecing
* Added "Unstuck" button
* Added option to turn off FOV change while sprinting
* Added option to turn off camera sway while attacking
* Unlocking a door will now display the used key, if applicable
* Rats will no longer drop coins
* Sermon of Light will no longer stack but renew
* Sermon of Light will now adjust to a character's divine spellcasting skill
* The War Axe of Power can no longer be found at the blacksmith in Lysandria

This patch is a bit bigger because I optimized a few light maps. As a nice side effect, the game should now occupy less disk space. A hint for respecing: The NPC for this can be found in the area of the Serpent's Bastion. Every time you respec the procedure becomes more expensive.

I am currently busy working on the winter patch, which should arrive sometime in January. There will be an update about this shortly.

Have fun & best wishes,
Michael

Video Devlog 15.0 | Early Access Roadmap

Hi, dungeon-crawling fans!

It was a busy month! Between the game's early access release, numerous patches, and a quick chat with cRPG connoisseur Dr. Matt Barton I spent some time developing a rough roadmap for the early access phase. You can hear all about it in the latest video devlog!

[previewyoutube][/previewyoutube]

As always you will find the transcript below!

Best wishes,

Michael

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Hi, dungeon-crawling fans!

Monomyth has finally launched into early access, and I am very happy with the results! In only fours weeks, the game has already received over 260 reviews and currently has a very positive Steam rating. Additionally, I had the privilege to talk on Matt Barton’s Matt Chat and the game received its own article on PC Gamer. I would like to take this moment to thank you all again for your continued support over the years. Without you, this would not be possible!

However, this is only the beginning of a new development phase! The game has already received numerous hotfixes and will continue receiving further patches and additional content. So in this devlog I would like to go through a roadmap for Early Access development with you. Much like in the earlier beta phases, I will try to stick as closely as possible to that roadmap and regularly update you on where we currently are. So here it is:




During Early Access there will be three major content updates, one for each missing chapter of the game. Each chapter will contain an additional major area, new sidequests, the continuation of the main quest, new loot, and new enemies.

Since I am targeting up to a year of Early Access development, these updates will ideally be delivered in the form of a winter, a spring, and a summer patch, each probably followed by a series of hotfixes.

The first two areas have already been part of the earlier backer beta, however, they require some further polishing, respectively restructuring. I am currently developing a new workflow for creating areas, so I’ll probably try that out during the restructuring. Schedule-wise this might be a little gamble, but I think the result will be worth it and I’ll keep you updated about how it’s going.

Content patches are of course not everything. In between content patches, I will try to address the feedback that you have given me on multiple platforms. As of writing this, I have collected over a hundred points that were made concerning the game’s current content. Much of it is about balancing, some of it is about reorganizing features like the search skill and archery and some of it is about adding further features. I will try to address as many of these as possible, excluding perhaps a couple of points that are either not feasible or fitting with the game’s core design.

These intermediate patches make the schedule more challenging of course. But I would rather have a challenging schedule just for the sake of keeping up a swift momentum, even if it may not work out at all times.
So what are the immediate next steps? Well, since there is enough to do I’ll start working on the content for the winter patch, which will introduce the mines and the factory below the heartlands.

As mentioned before this area has to be restructured. I have talked about this multiple times in the past. The problem was that there was no holistic design concept, no real integration into a proper quest system, and the main quest was still vague, as was the encounter design. Additionally, performance was not necessarily much of a real consideration. Much of this was due to the area being added very early in development. Luckily things are quite different now. There is proper documentation from beginning to end, including encounter, performance, quest considerations, and so on. Accordingly, I believe that the level can be restructured in a reasonable time. I am targeting a release of the patch later this year. Should there be any delays it will probably be released in early January.

I’ll try to get back to my usual pre-release update schedule and let you know about the latest developments.
If any problems arise in the short term, I will, of course, try to reschedule and give those issues the necessary attention as soon as possible.

Other than that, I’ll keep you updated as always and I will see you soon!