Lords of Xulima

Lords of Xulima

Deepest Dark
Celerity, Executor of Impunity  [developer] 26 Nov, 2015 @ 9:11pm
Accidental genius.
So let's talk about accidental vs intentional design.

Most of Deepest Dark is firmly in the latter category. I go in with a specific goal, think about how I might accomplish that goal, and then execute the plan with surgical precision. Sometimes I'm dead on target, sometimes I'm a bit off and the idea needs refinement, sometimes I'm way off target the first time and that's what pre release testing is for. I generally don't believe in accidental design, because it involves flailing in the proverbial dark and hoping you accomplish something and hoping whatever it is you do makes the game better.

That said, a few brilliant things have come about by pure accident. The behavior of certain enemies is one example. By improving the AI of select enemies purely with the intention of making the game harder, I also added several new mechanics that didn't exist before but that let you deal with that difficulty while retaining enough dynamicness that they do not become rote and static.

A better example though, and the reason I made this thread was that there is a certain area not very far in the game. I believed that the encounters there were isolated and did not appear anywhere else, and also were fine as they were. I also noticed all the encounters in a much later region were much easier than they should have been and buffed them. Turns out they actually did share an encounter, and by pure accident I added an optional boss in the game. There's already dozens of those there intentionally, and I didn't believe that was really the enemy present until I saw video evidence. But that was the enemy present. And my first thought was that it shouldn't be there, but then I watched closely. Turns out it was actually a very difficult but winnable fight. You could even make it a much stronger win with better planning and strategy. This mistake, this oversight on my part actually improved the game. This thing that should not have even been there made the game better.

Now usually when something goes unexpectedly in game design it's a very bad thing. The vast majority of the time it is, and I certainly won't start the whole bang on keyboard and hope for the best approach. I did think it was a cool story, and also a funny one given I've seen a large number of deliberate and thought out design decisions elsewhere have worse results than me derping out.
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Showing 1-4 of 4 comments
GAME GOD FLUENT 1 Feb, 2017 @ 2:46am 
Cool story. I actually have noticed some (presumably) "accidental" genius present in some of the mechanics in the base game of LoX as well. Although it may not be a correct analysis on my part, but things like managing your spell upgrades. You have to be careful you don't over-level a spell and it ends up being too much to cast (specific example, a summon that you could level up one more level, OR keep it the same level and you'd end up getting one extra "refresh"/cast per battle). Not sure if that was by design or not. I've noticed several other obscure things like this and I mention them during my LP. I should really keep a notepad handy because I end up forgetting what those things were by the end of the episode. :P There are even weirder and more obscure things than the one I just mentioned.
Last edited by GAME GOD FLUENT; 1 Feb, 2017 @ 2:47am
Celerity, Executor of Impunity  [developer] 1 Feb, 2017 @ 3:20am 
It might be. I can think of a few spells offhand in this you won't necessarily want maxed as fast as possible just so you can cast them 2 or 3 times or whatever off max mana.
GAME GOD FLUENT 1 Feb, 2017 @ 8:48am 
Originally posted by Celerity, Executor of Impunity:
It might be. I can think of a few spells offhand in this you won't necessarily want maxed as fast as possible just so you can cast them 2 or 3 times or whatever off max mana.

Right. I think if they play with that idea more it could add even more strategy to the leveling up process.

If I remember some more examples I'll post them here. About to try out Deepest Dark as soon as I pry myself away from this dang internet. :P
Celerity, Executor of Impunity  [developer] 1 Feb, 2017 @ 2:04pm 
Honestly, vanilla skills are one of the weaker points. With a few exceptions (mostly divine skills and weapon strikes) you're mostly just spamming auto attacks because it's not worth the cost of the skill at all. This is something I specifically aimed at fixing.

Also, I forget. Do Paladin auras and Bard songs still only hit adjacent? I did change this but don't remember if I released that patch yet. All it does is screw over 4/2 formations for no good reason.
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