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Development Tidbit #06



Lately I've been optimizing a lot of stuff. Loading a game from the menu is now way faster - the rest of the game's world ist streamed in as it has been the case before (it's all a vast continuous dungeon so far). Had to adapt the save system a bit for that. Next up: Combat AI and really finishing the last few rooms of the level section I've been working on.

Fingers crossed for alpha status.

Development Tidbit #05



A dungeon without secrets is like a party without cake.

Development Tidbit #04



The Wizard's Eye spell can be used to explore otherwise inaccessible areas.

Also, I have started using a more mechanics-oriented workflow for level design. I will probably share more details on this in a later update.

Development Tidbit #03



"Surprise!"

Arcane traps can be placed with a spell.

"Blink" is done as well. It will probably be a late game spell since it's rather powerful.
It allows you to slip through prison bars, portcullises and even cracks in the wall by teleporting you just a few feet straight ahead.

Wizard's Eye should be interesting to fully implement.
For the moment, I'll try to limit myself to spells that are actually useful within the alpha area.

Development Tidbit #02




Spells are fun! Especially if they change gameplay. This gem is otherwise only obtainable much later. Of course, you can also do other things with this, like opening doors or pulling leavers that are out of reach.