Hey Folks. I used to make posts like this on the Pixel Dungeon subreddit back in the day, so I figured I’d make some here too to help get us started. I’ve added some rudimentary support for tagging posts (it just piggybacks on the title), and other devs are welcome to make [DEV] posts here if they want.

The new mining area has been in Shattered for a couple weeks now, and I’m curious how people are finding the new mining mechanic, and the idea of a new quest that’ll make use of it! Keep in mind that the specific area in the game right now is just for testing, the actual quest area in v2.2.0 will be notably more elaborate.

  • SolidGrue@lemmy.world
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    1 year ago

    I like the idea, but I find the mechanics tedious. It would be great if there was an auto-mine mode similar to the auto-nav mode in regular floors where the player finds the shortest path to a selected move tile.

    Since the level is hunger blocked, it might make sense to let the hero mine its own way to a selected and unknown tile in the quest map.

    If there will be traps and hazards, maybe the player stops automining within a radius of a.hazard because “That rock sounded hollow?” Maybe not? Maybe the player breaks into free space and activates any effect of the first tile before observing adjacent tiles?

    Maybe auto-mining “thaws” hunger fr a modest penalty to he lazy?

    To be clear I am gonna play the levels either way, but I’ll need to zoom in because the mining feature just too imprecise

    • 00-Evan@lemmy.worldOPM
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      1 year ago

      I expect there is going to be a lot more to do in the acual mining area, and I am not going to encourage the player to dig deep into wall terrain. That should alleviate a lot of the tedium with mining in the current area.