Showing posts with label design. Show all posts
Showing posts with label design. Show all posts

Tuesday, February 2, 2021

Ultimate ADOM vs ADOM Classic - The Overworld (and lack thereof)




One of the main points of criticism is that Ultimate ADOM: Caverns of Chaos seems to be much smaller in scope that ADOM is. After all, there's a huge surface world with multiple dungeons, quests ranging from saving puppies from deadly caves to befriending water dragons with multiple choices along the way.

Caverns of Chaos starts right at the entrance to the titular caverns, with the characters sent into the infested depths for a reason between them and their faction choices.


Few people remember ADOM actually started the same way - initially, it was all just one big dungeon with monsters becoming more and more powerful the longer you spent in a level to force you moving onwards. It featured no beings to talk with, no story lines and just an ever-growing amount of complex things you could do. Skills like Herbalism made it into the game long before any thoughts of a surface world existed!


We're not going the same way with Ultimate ADOM. There are plots, and stories, and factions to work with and appease or slaughter and loot. Quest chains will require player decisions and change the flow of the game accordingly. ADOM has a lot of different endings: Slay the evil God of ChAoS, usurp his throne or even destroy the universe


While we feel it's okay to spoiler a game that's been out for nearly thirty years now, we're going to keep quiet about the different endings you will be able to achieve in Ultimate ADOM - but there also will be different ones, including some which require a bit of outside-the-box thinking and experimentation. It will be possible to end the game by simply slaughtering everything if your character is sufficiently powerful and warded, though this may not be the most satisfying and valuable ending.


While Classic ADOM is a game focused deeply on exploring a large variety of dungeons and exploring, we want to put Ultimate ADOM's emphasis on cool gameplay mechanics. I wrote about the complexity already in detail last week, but there are also a lot of different environments to explore in the Caverns of Chaos! Players of our Alpha might have already discovered the Minor Chaos Temple located somewhere near the kobold caves, or the strange and deadly waters of Lake Gloom.

During Early Access, more locations will be revealed and implemented! Rumors of a strange temple populated by frog-like creatures featuring weird mind powers float around, and Rolf is sending out warriors to locate the remaining dwarfkin of Dwarftown somewhere deep below. A powerful slithering creature with snakes for hair has made her lair somewhere in the furthest depth, a mad alchemist is using the nearby source of ChAoS to empower their mad experiments and a very dangerous necromancer is using the many corpses these caves produce for his own nefarious purpose.

All of these areas - and many more - will feature questlines that are local or affect the whole dungeon and your faction's main story. So there is plenty to explore, and not everything will be available to visit every time you venture into the dungeon.


That's not to say there will never be a surface world. We roughly know where we want to go during Early Access, but the road definitely won't end there. While the area around the Drakkalor Chain has been corrupted, shattered and made thoroughly inhospitable due to the events happening in ADOM, there may still be plenty of things to do for an aspiring hero. But that's something for much later!


Tuesday, December 26, 2017

Kicking off Ultimate ADOM


Change is in the air, my dear friends... a new year is looming ahead of us and it is probably going to be the most exciting year ever for Team ADOM (although the crowdfunding and stuff have been extremely exciting). Now that we are basically done with all the crowdfunding stuff we are going to look into the future to see what it holds. And our main focus now will be getting Ultimate ADOM on the road. The past few months have been filled with experiments, design work and more (and there are more such months ahead of us... especially in the graphical and coding department) but now we are going to focus 80+% of our full-time ADOM development jobs on trying to create the ultimate roguelike fantasy gaming experience.

While we are working on the engine in the background I will start a series of blog posts in order to discuss basic assumptions of the next generation ADOM experience (read: sacred cows... how many are we going to slaughter in order to create something better?).

So far I have planned discussion for the following topics (and more probably will be added over time; last update: 2nd of March, 2018):
  • Ultimate ADOM Product Line: "One game to rule them all" versus "As many variants as are needed to tell all interesting stories".
  • Difficulty/Setting dials: Configuring ADOM explicitly (for your personal perfect enjoyment) and implicitly (to create platform-specific game variants).
  • Senses in roguelike games: blindness, deafness, muting, being invisible - the pros and cons of these details.
  • Item status: cursed/uncursed/blessed versus a much more advanced system.
  • Item management: weight versus slots versus nothing at all?
  • Hunger: should we feel it?
  • Movement: diagonal movement versus straight movement.
  • Internationalization: translating Ultimate ADOM into other languages.
  • Item statistics: how many and which do we need when?
  • Long actions: how important are actions that cause more than one turn to pass?
  • Size: of items and monsters: do we care? And how much?
  • Permanent rewards: how should permanent modifications be handled in the future in order to reduce the urge of grinding?
  • Picking up and dropping items: Manually, automatically or a mix of it?
  • Graphics: 2D versus 3D (and what's with ASCII)?
  • Crafting: how would a smart and fun crafting system look like?
  • Salvaging: what else can you do with items besides dropping, destroying, carrying or using them?
  • Alchemy: Beyond potion recipes. How about salvaging items for their elemental energies and using those to buff spells, talents and other items?
  • Modding: What's a good modding approach and how much do you want?
  • Maps: Level sizes. How large is large enough?

These topics will not be covered in any particular order but rather as mood and need demand.

I intend to discuss these points here on the blog, on Facebook, on Twitter, on Reddit, on Steam and in our beloved forums (so: where ever you feel most comfortable). As soon as I start posting on the series I am looking forward to your opinions, ideas and feedback. The goal will be to question many of the core systems, subsystems and rules in ADOM in order to see if and how it could be improved in the future. All this while trying to keep the spirit of ADOM - we do not want to invent a completely new game that only carries the ADOM label with it. It should be recognizable and keep the beloved features that made ADOM what it is.

So stay tuned for more posts in the near future discussing actual content!

Axes high!

Saturday, November 29, 2014

Achievement design in ADOM

The next big topic with ADOM is the design of an achievement system that not just feels tacked onto the game but actually adds to the overall experience and helps new players getting into the game and attached to it. Overall I plan to have a limited number of highly interesting, guiding and helpful achievements that are "not just there". I have read quite a few articles on achievement design (especially from Gamasutra, thanks to Sascha Schnitzer for the initial pointer) and below I first will try to define the guidelines for feature design in ADOM and then apply them to all the suggestions that were provided by fans as well as the ideas that have gathered by now on my hard drive.

Sunday, August 3, 2014

Fiddling with the ADOM Deluxe menu screens

Right now I am toying with the new design and interaction workflow for the ADOM Deluxe menu screens - in ASCII mode. Once the dust settles and I am happy with the design (and Team ADOM agrees ;-) ) Krys & Co. will turn the ASCII design into a beautiful graphical layout.