Hi everybody! Welcome back to the 17th GRAVE Friday update, and the first update to be posted after (*gasp*) missing a week. Making games is super important to us but a few too many things landed in our laps last week… I didn’t even realize we’d missed an update until a few days ago!
The ironic thing is, in spite of everything, we made some big leaps forward in GRAVE over the last couple of weeks, so I have a lot to catch up on here. We’re in an “adding stuff” phase right now, and we added a lot of new things recently: a new enemy type, art for even more enemy types, single-use items, enchanted tiles, altars, and, most excitingly, for me anyways, a system for randomizing these elements each time you play. We also roadmapped a new alpha, laying plans for three or four new enemies (including a boss), more flexible single-use items, and some other fine-tuning. I’ll go over some of these new additions and plans later in this post!
Continue reading for a rambling exploration of the latest GRAVE changes and some of the thinking behind those decisions, including some overviews of relevant board games and classic design texts by architect Christopher Alexander. Plus a sneak-peek at some new enemy designs!