What’s going on?! Pt. 3: Shaman MK II

No longer a pushover

As most of the beta testers have probably noticed the Goblin Shaman missed some pretty vital classes at the Boss Academy. Well, we had him retake a couple of them, and now he’s back packing a much harder punch!

When he first appears, he’s pretty much identical to his old self. He just stands there, looking silly and summoning one monster at a time. The longer you let him be, however…

He's four times the man he once was!

The Shaman will summon more and more minions with each cycle! With some bad luck, what once was just a harmless clown in a cave might become five red orcs in your back yard! But that’s not the only badassery the new Shaman does to mess with lazy players:

Why is it blue? Is it a bug? Is it a plane?

Nope, it's a water summoning circle!

Boss Rage Mode

We call this the “Rage Mode”. Each boss have one, and the Shaman’s way of telling you to step up your game is by summoning water. While summoning four or five minions is pretty nasty as well, this ability is absolutely devastating! Nine times out of ten, it’s the end for you should he succeed!

The general idea behind making the bosses stronger by adding Rage Mode, was to prevent them from becoming harmless statues standing in caves and waiting for some properly leveled Warriors to pick them off. In the beta, getting a warning about a Shaman generally meant a good opportunity for leveling up and getting some easy score. We wanted players to think: “oh sh- here comes trouble!”

The Shaman is still pretty easy, though. He hasn’t become harder to beat in combat, so all that’s changed is you’ll have to stop the power leveling meta-game at five or six minions in if you don’t want to risk water summoning. He isn’t the only boss however, and the other two makes the Shaman look like a kitten…

but more about that some other time!

Next Up:

Bonus Modes!


5 Responses to “What’s going on?! Pt. 3: Shaman MK II”

  • Asmageddon Says:

    Why do people always pick the path that does not lead to cross-platformity?
    You already did wrong by using C# and XNA, but could you look at:
    http://www.monoxna.org/ (http://www NULL.monoxna NULL.org/) ?
    It uses Mono instead of Microsoft implementation of .NET, which would allow you to brind your game(s) to linux and mac os x.

    This would be smart, since both linux and mac os x are slowly gaining popularity.

    And also would be nice, if you wouldn’t restrict your customers only to windows users…

  • T-Dawg Says:

    I feel your frustration, and I do agree that one should always look into the use of platform-independent solutions. When we started making Dwarfs, however, our main objective was to make a game and have fun. We didn’t think much about selling it. I can tell you dislike Microsoft, but unlike their competitors (commercial and open source alike) they have really gone out of their way to make an extremely powerful and fast development environment, so that’s why we chose C#/XNA in favour of OpenGL “equivalents”.

    Even if we’re calculating from a business perspective, I’m not certain trying to penetrate the < 10 % of the market made up of Mac and Linux is worth the hassle of dropping Visual Studio and XNA, as well as tripling the amount of testing which will need to be done. The prolonged development time and the despair of my heart would well exceed the extra market coverage.

    It might cheer you up that we’re looking into the possibility of using Unity 3D for future projects, which would give us that sweet platform independence you yearn for ;)

  • Asmageddon Says:

    Well, actually there is no Unity plugin for Linux(but the suggestion about it is the most voted for one).
    I personally prefer to use simple stuff like Python+PyGame and OpenGL(I think there was a very simple and easy to use Python module for rendering 2d stuff, not that loading textures and rendering quads is hard :p).

    Anyway, when you can – use platform independent stuff.
    I don’t think XNA is that easy(I tried using it back when I used windows and it was quite confusing for me), and MonoDevelop is pretty much equivalent to VisualStudio, but cross-platform friendly and much lighter :>

  • Asmageddon Says:

    Well, for now if I could, I’d suggest:
    1) Use only /’s in file paths, no \
    2) Try to avoid using weird functions/modules/etc.
    3) Remember that most systems are case-sensitive about most stuff.
    4) _NEVER_ use DIB, even if you intend your game to be windows-only, it’s a terrible ‘technology’ :>

    If you do this, then your game should run probably run well on Linux and other systems using Mono and WINE(API translator) assuming that Micro$oft stopped putting safeguards preventing apps from running in wine in it’s software.

Leave a Reply