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- All Hail Temos
Designing for Experience Progression - Devlog #17
The power of the Scrolls-like platform is that there can be many levels of gameplay in a single game, and they fit together because of the world simulation, character customization, and narrative aspects work together t…
Event25 changesGameplayBalance - All Hail Temos
Health, Potions & Food - Devlog #16
In thinking about the different systems and the ways I want players to interact with them, I have decided that health should only be curable by potions, or in specific locations. Typing this now, it basically sounds lik…
Store25 changesBalanceGameplay - All Hail Temos
Utility AI in an RPG - Devlog #15
There are many types of AIs used in games. My two favorites are G.O.A.P. and Utility AI. In All Hail Temos, I use Utility AI as the primary decision maker. In this post I’ll explain why, as well as give some technical d…
Store22 changesWorkshopPerformance - All Hail Temos
Open Branching Narrative - Devlog #14
There have been games with branching narratives for a long time, such as Mass Effect which gave different endings, but also different details such as which of your companions survived, and would come back in sequels. So…
Patch notes11 changesGameplayBalance - All Hail Temos
AI Reactions - Devlog #13
One important aspect of having a first-person open world RPG, like All Hail Temos, is to have a good coverage of cases for how your NPCs will react to the player, and to other NPCs (allies and enemies). In this post I a…
Store10 changesGameplayBalance - All Hail Temos
An Enormous Scope - Devlog #12
Due to how frequently games are hyped up, and fail to deliver, or even fail to release, I think it’s important not oversell my game. My goal is to keep the messaging very small, because as a solo developer I am limited…
Patch notes10 changesMapsGameplay - All Hail Temos
The Shape of Adventure - Devlog #11
In a previous blog, I wrote about how All Hail Temos would have “Many Adventures vs a Main Quest”. Now I want to show what some of these adventure structures look like. All Hail Temos is a Scrolls-like first-person open…
Patch notes3 changesGameplayBalance - All Hail Temos
Skills and Skill Groups - Devlog #10
In a previous blog entry, I wrote about how to balance stats with skill groups, or how your stats map to groups of skills you can learn. In this entry I will describe an overview of the initial set of skills in All Hail…
Patch notes5 changesMapsGameplay - All Hail Temos
Actions Taken in an RPG - Devlog #9
I previously wrote about how saving is actually rewinding time in All Hail Temos. When you play, the game is always keeping track of what you do, so that you can rewind it to any previous time, replay from there, and do…
Event21 changesStoreGameplay - All Hail Temos
Many Adventures vs a Main Quest - Devlog #8
In the last post I wrote about how adventures are entered into from different potential paths, and then you get different results, based on how you got into it, but I only touched on the different thing I want to do wit…
Event12 changesPerformanceStore - All Hail Temos
Anatomy of an Adventure - Devlog #7
The standard model for RPGs is to have a main quest and side quests. The main quest is usually a big epic world-ending problem, that the player is taking the part as a Chosen One to solve for a unique reason. There is a…
Store6 changesGameplay - All Hail Temos
No Carry Weight Limit - Devlog #6
In many RPGs, and specifically Scrolls-like games, carry weight is something that is there to add realism to the game. The items you pick up have a weight, and you have a limited amount of strength and endurance, so the…
Store9 changesGameplay - All Hail Temos
First Person Melee Combat - Devlog #5
8 Directions & Combos Melee combat in All Hail Temos is based on two systems: An 8 Directional Swing system, based on the direction you are moving. A customizable combo system, the sequence of 8 directional swings you p…
Patch notes33 changesBalanceGameplay - All Hail Temos
An Open World Branching Narrative System - Devlog #4
In my Scrolls-like first person open world RPG All Hail Temos, one of the most important systems is the Narrative System, which handles conversations between the player and NPCs, or NPCs and NPCs, or NPCs speaking out l…
Store17 changesFixUI/audio - All Hail Temos
Balancing Skills From Stats - Devlog #3
Continuing on the discussion from my last post I am now going to describe how I am balancing what skills you can use based on the stats you selected. Skills are things you can do, and I put them into skill groups named:…
Patch notes9 changesMapsGameplay - All Hail Temos
Perfect vs Asymmetric Balancing - Devlog #2
How to balance an RPG? There is no perfect answer, and instead I think it can be described as “What you do is what you get.” You are building a system, and from the functioning of that system, you will get the results t…
Patch notes17 changesBalanceMaps

