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Steam News19 May 20215y ago

The main idea, philosophy and development.

Hi Dungeon Clickers! In this first post about the game, I wanted to give you a small sample of what the game really is, what it consists of, its philosophy and what's the actual state of development.

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Full Dungeon Clicker update

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What changed

0 fixes1 addition5 changes0 removals
  • Balance
  • Store
  • Maps
  • UI and audio
addedIn this respect, to this day, I think that the combat system, regardless of whether it is a clicker or not, is fun. The role-playing component that I have added, with talents, passive skills and active skills, gives it a fresh and new air, however, it requires a lot of balancing. Currently there are 4 characters who have skills and talents, each with a damage that can be increased not only by leveling up, but through those skills. They have critical chance, critical damage, damage over time, life, life regeneration, attack speed, etc ..., and all this is calculated automatically and through formulas that require a lot, lot of balancing, not to mention the enemies. On the other hand and speaking about the combat, at a very early stage, the enemies did not attack to heroes and neither did the bosses. Killing enemies was cool, but there was little tension in each wave, which were pretty much static, like most clickers.
changedThe enemy combat system is much more polished now. The enemies will attack the heroes, and if there are none left alive, they will attack your chest, stealing gold with each hit. So in high waves, you have to be careful! Bosses on the other hand had to appear challenging, but at the same time not forget that it is still a clicker and that only one click can kill it. However, each boss will have their own ability, like summoning more enemies, throwing poison balls, fire breath and a long etcetera.
changedWill you have an online store or something similar? No. If the game had a store implies a completely different model and would affect the gameplay. In this sense, Dungeon Clicker is designed to be finished without the need for a store, which is why the model is premium instead of Free to Play.
changedDungeon Clicker progresses as expected. The development is not having major delays apart from uncontrollable situations due to Covid19 and that it is being developed by a single person. Regardless of that, the game is in a very early stage, although the core of the game is 100% finished and right now I am very focused on environment design and AI programming of some bosses and enemies.
changedThe user interface is practically finished but there are some aspects that need to be polished. The Dungeons selection system, what comes to be called the War Map, is almost finished for early access release, although pretty much everything you'll see in the alpha is subject to change.
changedMuch remains to be done, many placeholders have to be changed, such as icons, sounds, particles, textures, enemies ... so that the game, as you can see in the trailer, has improved substantially, since every day I make changes so much in UI as in game and engine.

Dungeon Clicker changes

addedIn this respect, to this day, I think that the combat system, regardless of whether it is a clicker or not, is fun. The role-playing component that I have added, with talents, passive skills and active skills, gives it a fresh and new air, however, it requires a lot of balancing. Currently there are 4 characters who have skills and talents, each with a damage that can be increased not only by leveling up, but through those skills. They have critical chance, critical damage, damage over time, life, life regeneration, attack speed, etc ..., and all this is calculated automatically and through formulas that require a lot, lot of balancing, not to mention the enemies. On the other hand and speaking about the combat, at a very early stage, the enemies did not attack to heroes and neither did the bosses. Killing enemies was cool, but there was little tension in each wave, which were pretty much static, like most clickers.
changedThe enemy combat system is much more polished now. The enemies will attack the heroes, and if there are none left alive, they will attack your chest, stealing gold with each hit. So in high waves, you have to be careful! Bosses on the other hand had to appear challenging, but at the same time not forget that it is still a clicker and that only one click can kill it. However, each boss will have their own ability, like summoning more enemies, throwing poison balls, fire breath and a long etcetera.
changedWill you have an online store or something similar? No. If the game had a store implies a completely different model and would affect the gameplay. In this sense, Dungeon Clicker is designed to be finished without the need for a store, which is why the model is premium instead of Free to Play.
changedDungeon Clicker progresses as expected. The development is not having major delays apart from uncontrollable situations due to Covid19 and that it is being developed by a single person. Regardless of that, the game is in a very early stage, although the core of the game is 100% finished and right now I am very focused on environment design and AI programming of some bosses and enemies.
changedThe user interface is practically finished but there are some aspects that need to be polished. The Dungeons selection system, what comes to be called the War Map, is almost finished for early access release, although pretty much everything you'll see in the alpha is subject to change.

Hi Dungeon Clickers!

In this first post about the game, I wanted to give you a small sample of what the game really is, what it consists of, its philosophy and what's the actual state of development.

The main idea before the game went into development, was to make a clicker, not only in which you had a feeling of progression, but also was fun. That´s why the main mechanic of Dungeons Clicker is the combat and the feeling that you are fighting something else and not just numbers. But there are tons of numbers, believe me.

In this respect, to this day, I think that the combat system, regardless of whether it is a clicker or not, is fun. The role-playing component that I have added, with talents, passive skills and active skills, gives it a fresh and new air, however, it requires a lot of balancing. Currently there are 4 characters who have skills and talents, each with a damage that can be increased not only by leveling up, but through those skills. They have critical chance, critical damage, damage over time, life, life regeneration, attack speed, etc ..., and all this is calculated automatically and through formulas that require a lot, lot of balancing, not to mention the enemies. On the other hand and speaking about the combat, at a very early stage, the enemies did not attack to heroes and neither did the bosses. Killing enemies was cool, but there was little tension in each wave, which were pretty much static, like most clickers.

The enemy combat system is much more polished now. The enemies will attack the heroes, and if there are none left alive, they will attack your chest, stealing gold with each hit. So in high waves, you have to be careful! Bosses on the other hand had to appear challenging, but at the same time not forget that it is still a clicker and that only one click can kill it. However, each boss will have their own ability, like summoning more enemies, throwing poison balls, fire breath and a long etcetera.

When I started the development of the game, there were several questions that needed to be answered such as :

  • Does the game have an ending? Yes, the game has an ending. The philosophy of the game is Dungeon Clicker is a game, and it must have it. That is why at this point, several things were taken into account.

  • The game will have an ending, with an epic final fight. There is no point in extending the game indefinitely if there is no reason. Normally that reason is usually economic in these types of games, which ruins the gaming experience and also brings us to the next point.

  • Will you have an online store or something similar? No. If the game had a store implies a completely different model and would affect the gameplay. In this sense, Dungeon Clicker is designed to be finished without the need for a store, which is why the model is premium instead of Free to Play.

  • So you never have to start from 0? No. There is no need to start from scratch to get more resources or better resources. To simplify that and avoid losing progress there are a series of dungeons in which you can farm the resources you need without having to go back to wave 1, which was pointless. Although, to enter those dungeons you need another type of resource.

  • Does the game have a system similar to ascension? Yes. Once the endgame is reached, you will need the resources to improve your ascension skills, without the need to travel through time or return to the starting square.

I know there are much more questions to be solved. This is a very summarized sample of the philosophy of the game, which I will gradually explain more in depth, along with other aspects of the game.

Dungeon Clicker progresses as expected. The development is not having major delays apart from uncontrollable situations due to Covid19 and that it is being developed by a single person. Regardless of that, the game is in a very early stage, although the core of the game is 100% finished and right now I am very focused on environment design and AI programming of some bosses and enemies.

The user interface is practically finished but there are some aspects that need to be polished. The Dungeons selection system, what comes to be called the War Map, is almost finished for early access release, although pretty much everything you'll see in the alpha is subject to change.

Much remains to be done, many placeholders have to be changed, such as icons, sounds, particles, textures, enemies ... so that the game, as you can see in the trailer, has improved substantially, since every day I make changes so much in UI as in game and engine.

I hope that simply with this post I have clarified some doubts about how the game is progressing. In the next post we will talk about the enemies and the environments, until then, I hope you liked the first development update.

Greetings Dungeon Clickers!

Source

Steam News / 19 May 2021

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