November 13
The Pixel Ferrets were allowed out of their cages by the Steam community for one day out of the week to eat, on the condition that they bring their work with them. These weekly meals are still considered a waste of development time, but people thought Teddy was maybe getting a little too skeletal.
http://vilyaroo.blogspot.se/2015/11/mt-bloom-meeting.html
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First up though, we thought about the possibility of upgrading potions! The idea is that you'll get a quest where you have to do something special or collect a set of items for each potion, which allows Remedi to create more powerful versions of that particular one.
We also thought about whether we'd add more odd variants of the potions, like acid coating for your sword and the like. Nothing set in stone yet in regards to that, but I think it would be fun!
My personal opinion is that potions are already really, really strong as it is. +20% DMG? +20 DEF? That's pretty insane. Not to mention it's already super easy to get your attack speed to a point where you physically can't attack faster. If potions get any stronger than they are now, the difficulty of bosses will swing wildly based on 'Are you using super-DMG potions' or 'Are you not using super-DMG potions.'
I'd like to see new potions, or variants of older potions. Like a potion that gives +15% DMG and +15 DEF, or a potion that gives much more AtkDMG but slower attack speed and melee casting speed. Or something that gives super magic dmg but makes spells use x1.5 or x2 energy. Balancing things out.
For the items, aside from the usual random loot we came up with a couple of new hats & headgear that I'll be making in the coming days - a mushroom hat, larva face and multiple crystals to wear on your head, made from a bunch of the single crystal hat I posted earlier. We also thought about a few new weapons (a mushroom weapon and pick axe), and a mushroom shield that has a ton of HP but will spawn blinding mushrooms around you when it takes damage!
I
love the idea of 'cursed' equipment. Shining Force 2 had some amazing endgame gear in it, the only downside was that they all had negatives tacked on to help balance them against other gear.
Ice Crystal Pendant, for example, would be somewhat worthwhile (I think it currently gives like +5% ice damage?) if it gave like +15-20% ice damage, but every time an ice spell did damage it had a 1% chance of slowing you for a few seconds.
In terms of side quests, we want to make some sort of quest where you'll protect either one or a bunch of miners from some kind of thread while they dig out one or multiple crystals. Kind of like the quest with Remedi, only your subject are static and need to finish a task before you make it, rather than moving around the map. Perhaps you'll protect them from flowers that threaten to spawn around them, or you'll have to direct Spinsects away from them..
For some reason a lot of people hate escort quests in games, but I like 'em in SoG.
That sounds like a lot of fun.
Another quest idea we have is one where you're asked to collect a set of lost mining gear, so you'll have to explore the cave systems and find them in various places and through various means.
Another mini-Santa explore-y type quest? Neat. Since you're in a cave it seems like it'd be appropriate to help the miners by detecting where ore/jewels are for them. You accept the quest, get a chisel and suddenly the mines are flooded with little [?] pop-ups that are visible when you approach the walls. Tap-tap-tap at the wrong spot and enemies are drawn towards you, or rocks fall from the ceiling, or any number of terrible results but tap-tap-tap at the right spot and you get bits of ore or jewel fragments to bring back.