dungeonsoffear - 2017-12-22

I've spent a lot of time the past few days putting together some room concepts with art. I have detailed these in the wiki. I'm enjoying the work. My goal is to have 20 rooms ready for the holiday season when my friends are in town, so we can test it. I wrote a room loader to quickly load all of the rooms in a directory into the database.

I've decided to pivot away from the email style gameplay. Even though this was critical to the early design of the game, realistically I don't think people like checking their email that much. When asking around about other projects I'm working on, people seem to have a different relationship with email than I do.

What I'm going to do instead is write a page that just looks at the state of the dungeon, and refreshes itself every 5 seconds. Then, you and your friends will display that on a laptop screen or tv, and play with mobile devices. I also want to drop the pants shitter time to 2 minutes instead of a day. Basically, moving from low committment to party game.

Low committment is good for things that have less complexity. The way that this game has evolved, I think its deserving of time and attention.

So, the next couple of days I will be:
Creating the last 15 rooms and any additional features they need
Simultaneously testing the rooms, the ui flow, and the application itself
Building a status screen
Working with the pants shitter script.

3 hours