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Monomyth News

Monomyth - May Update

Hi, dungeon-crawling fans!

time is going by fast and I have been busy preparing everything for the approaching first beta phase. So let us take a quick look at what has been happening over the last few weeks and how we will proceed.


[h2]Current Progress[/h2]

During May I ported some major features into the refactored codebase. Among other things, I made sure that the reworked dialogue system would find its way into the latest version of the game. Feature-wise the system is similar to what you may have seen in the Kickstarter demo (that is if you didn't slaughter the only peaceful NPC).

[previewyoutube][/previewyoutube]

To quickly recap: The dialogue system is a mix between keywords and dialogue trees. The player can collect clues from documents and conversations and ask different NPCs what they know about a topic. Dialogue trees can trigger different commands, from skill checks to setting the hostility of an NPC. Much like in Ultima Underworld any item given to an NPC via dialogue options will appear in their inventory.


Building upon the modular character system I also introduced visible player armor. At the moment there are two armor sets consisting of multiple equipment items. Much like weapons, armor can break, however, this happens very slowly. Broken armor can still be worn but barely provides any protection.

[previewyoutube][/previewyoutube]

I also reworked spells, skills, and utility items. Since the code refactoring largely focused on the core character class, some of these things had to be rewritten. A few things still require tidying up but all the functionality is there again and I will use the beta to address these issues.

[previewyoutube][/previewyoutube]


By the way, porting explosive barrels to the refactored codebase also gave me an opportunity to test out the modular character's ragdoll model.

[previewyoutube][/previewyoutube]

The beta will feature an initial version of blacksmithing, which allows players to repair broken equipment. Since any character will sooner or later break an item, repairing is not bound to a skill but has to be done in a forge. Blacksmithing in mid to late game will largely revolve around optional weapon improvements. The equipment's damage is visible as well.

[previewyoutube][/previewyoutube]

Since the first beta area features an underground river, I have also reworked swimming & diving. There are still a few aesthetic things I have to fix on that, so I will present this in a future update.


I also spent some time adding more treasure to the game. During the beta test phase, I will implement an updated trading system. The plan is a more comfortable version of Ultima Underworld's trading system - that means a value-based barter system, where trades can be balanced out either by cash or goods (for a modern example of this you could look at "Stalker: Call of Pripyat").



To put a bow on all the refactoring I rebuilt the game's saving and loading system from the ground up, so it nicely fits the new code. Unlike the public Kickstarter demo, the beta version will let players save and load at any time. Technically I already implemented something like that last September (still on the old codebase), but to lower the chance for nasty surprises I redid the whole system. I also exposed some parts of Unreal Engine's level data to Blueprints to make sure that all persistent entities have unique IDs (regular display names may overlap between streaming levels).



All in all, I must say that the refactoring of the game's core classes slowly evolved into an extensive rewrite of most of the code. That should have probably not been done during production, but in the end, I believe it was worth it. Some features still need to be tweaked here and there but I suppose that should happen with the respective beta tester feedback in mind anyway.


[h2]Beta Status[/h2]

The first beta phase will be set in the "Lysandrian Heartlands", the first non-tutorial area of the game. This very early phase should probably be regarded as more of a focus test for the refactored codebase. With regard to our past definition of what the beta will look like you could maybe call this "Beta 0", because you can play a part of the main quest but it can't be finished at the moment. That will be part of future beta updates, which will add more areas.

Together with the trading update, I will introduce the game's main hub (where most traders are located) and then, step by step, all other important areas will follow. Most of these are currently "work in progress" and I will try to get them into the tester's hands as swiftly as possible.

With a full feature set and the first focus test done we can hopefully concentrate on content testing.


Talking of content, I still need to fix some stuff in the upcoming beta area, which is what I am going to do now. You will hear from me around the 17th when I will send out emails including instructions on how to access the beta. For those of you that have not backed the game on a beta tester level, I will write a short update here. Until then!


Best wishes,

Michael

A quick update on Monomyth

Hi, dungeon-crawling fans!

I just wanted to drop by and mention that the development of Monomyth is progressing very nicely. I'm busy preparing the game for its closed beta, which should start toward the end of June.

Here is a quick video overview of some of the things that have happened throughout the first quarter of 2022.

[previewyoutube][/previewyoutube]

If you are interested in a more detailed breakdown of some of these features, please check out the various updates posted on the game's Kickstarter page.

I will try to keep you posted more frequently in the future!

Best wishes,
Michael

A Personal Thank You | Kickstarter Encore

Hi dungeon-crawling fans,

today I would like to address you via a short video message:

[previewyoutube][/previewyoutube]

Thank you all again for your fantastic support! I'm looking forward to content creation now and I will be happy to keep you updated about that as well.

Best wishes,
Michael

Kickstarter Encore (PayPal Backer Option)
http://rattowersoftware.com/store/kickstarter.html

Hotfix 1.03b + An unexpected treat

Hi dungeon-crawling fans!


A small bug found its way into the halls of Lysandria with the last patch. That is why I decided to release a little hotfix today. Here are the patch notes:
  • You should be able to play the entire harp again
  • Character attribute buffs/debuffs are now colored accordingly in the character menu
  • Requirements and damage on the broadsword are now properly balanced
  • Disabled inventory access during an attack
  • Parrying with swords and the dagger is now accompanied by the correct sound effect
  • Holding a torch in front of you (Standard: ) should now consistently set inflammable objects (powder kegs, wall torches, etc) on fire.



Also, after being pulled from GoG a few weeks ago, Ultima Underworld 1+2 are now available again!

Better yet, they are both free until the 3rd of September (as well as the first two Syndicate games by the way)! So, if you want to conveniently check out one of Monomyth's biggest inspirations, you can now do that! In case the game's controls are too archaic for you in their original form, there is also a Unity port (and plenty of excellent install guides for the same).


More updates to come!


Best wishes,

Michael

Monomyth Demo: Patch v1.03

Hi, dungeon-crawling fans!

The latest version of the demo is now available on Steam, itch.io, and indieDB!

Here are the patch notes:

  • You can now rebind your controls (System -> Game Settings)
  • You can now skip the intro (Press Esc twice)
  • The character menu will now show descriptions for character attributes
  • The documents tab has been restructured and renamed to "Notes"
  • Documents now use a bigger font size and are easier to read
  • There is new a skill menu providing an overview of skills and your current character build
  • You can take all items from a container with the "Activate" button (Standard: F) and close containers with the "Inventory" button (Standard: Tab) or ESC
  • Increased the radius of "Magic Arrow" projectiles which should be easier to aim now
  • Slightly increased base movement speed
  • Post-processing options should work again (these are temporary "overall" settings)
  • Slightly increased the range of swords
  • Fixed the range on the "Wooden Club"
  • Equipment checks now work on the basis of equipment-adjusted attributes instead of raw character attributes
  • Toned down particles on "Divine Light" - also, the particles should now correctly disappear after death
  • Fixed collision on bushes at the trader's gate.
  • Improved chimney collision
  • Accelerated horizontal mouse sensitivity to better match vertical sensitivity
  • Character names are now limited to 30 letters
  • Fixed a glitch that would let players escape the map and enter the serpent bastion's cellar/caves
  • Players should experience slight performance increases
  • Toned down the glitter on fireflies when AA is turned off.
  • You can no longer mantle through stairs
  • Minor fixes in spell descriptions and balance
  • Various invisible bug fixes


If you downloaded the demo on Steam it will automatically update. If you used the files from itch.io or indieDB you will have to re-download the data (you should be able to re-use your old characters though).

Best wishes and have fun!
Michael