Delver
Overworld Test
cuddigan  [developer] 14 Apr, 2017 @ 11:48am
Help flesh this out!
This is a WIP mod, and I put the mod content on Github so that anyone interested in running further with this could! If you want to help out and add content to this, post here!

Things I'd like to add:
- Towns with NPCs
- Random shopkeepers
- Random dungeons
- Harvestable food / plants
- Wildlife
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Showing 1-15 of 30 comments
Tammy's Tunes 14 Apr, 2017 @ 1:38pm 
I love the idea of an actual overworld in Delver. I'm not very clear on how it will function yet but lately you guys seem to be putting out stuff I really like!. I'll try to find some ideas that could work within this game. Off the top of my hat I've got:

- Item trading as opposed to just money (sellable treasure other than equipment?)
- Chests that open like doors before you can pick up their contents

And also just cuz I'm still unclear about this, what does the agility stat do exactly? I can only assume it makes you ready up your attacks more quickly.

Great work so far, keep it going!
Barkeep 14 Apr, 2017 @ 5:50pm 
Somthing that i would find absolutly awesome would be if the map built upon it, and also varied biomes based on the diferent dungeon floors, with themed dungeons. also, i'd prefer to have more ruined structures to add a sense of mysteriousness. with this mod, im able to do what i usually do in open world games: ask "i wonder what's in this direction!" and go a random direction. and this mod does that perfectly.
Tank_Jr 14 Apr, 2017 @ 7:01pm 
here's few ideas, of course you will pick the more possible ones but please consider at least a little the ones who sound more hard.

- underground dungeon shop (with that misterious merchant)
- roads connecting villages to villages (i know it's pretty hard to happen)
- snowy mountain tops
- an actual model for town/village houses (since you mentioned that you want to do it)
- abandoned (or not) mines
- castles and bandit strongholds
- a little more notes alongside with readable books
- sidequests (if possible)
- the main game dungeon as the endgame dungeon
- more weapon types (axes, two-handed swords crossbows)
- giving the ability to players rest in cities and villages (Inns or camp tents)
- more tree types
- world limit (because im pretty sure everyone loves rg worlds but not rg eternal limbos)
- more misc like barrels, chests and banners
unknownballoon 15 Apr, 2017 @ 5:31am 
I love Delver so much, it is by far one of my favourite indie games and I have always wanted to explore an overworld in the game. I also agree with the things you are aiming to add as they would give the game better playability.

An extention of the idea of random dungeons would be to have different danger rankings for them i.e. Easy, Difficult, Dangerous etc which would level the loot found in them respectively, and to have a "main dungeon" which you would possibly have to complete quests and obtain certain items to enter. I also thing a Day/ Night cycle would be beneficiary accompanied with different Mobs/ Enemies spawning depending on the time of day. Another addition that would be quite cool would be more "biomes" or different areas also accompanied by different enemy types.
unknownballoon 15 Apr, 2017 @ 5:31am 
As for the performance issues maybe try adapting the rendering engine to do something similar as Minecraft now does which is that only the chunks that are visible to the player are loaded which would reduce the stress load and stop so much chopping/ frame drops.
Thank you guys for working so hard on the game. Keep up the good work!
robooz 15 Apr, 2017 @ 10:37am 
Day, Night, and Rain would be a cool feature to have. I also think music should be added so it doesn't feel so lonely.
Last edited by robooz; 15 Apr, 2017 @ 1:33pm
King Zood 16 Apr, 2017 @ 1:21am 
i think flying monsters should only be allowed to fly up to a certain point, as they tend to just whizz off into the stky aha. I dont want a lowered skybox however, as this allows support for things like more powerful creatures that can fly higher.
Great mod though, absoloutely fantastic work
Free Flyin' 16 Apr, 2017 @ 10:42am 
This is a super awesome mod, but Chiken is right, eyeballs just fly up into the sky and constantly shoot fireballs.
cuddigan  [developer] 18 Apr, 2017 @ 12:04pm 
Originally posted by Daedric Lord Molag Bal:
As for the performance issues maybe try adapting the rendering engine to do something similar as Minecraft now does which is that only the chunks that are visible to the player are loaded which would reduce the stress load and stop so much chopping/ frame drops.
Thank you guys for working so hard on the game. Keep up the good work!

That's already happening, it just takes a bit too long to generate at the moment. I'm working on moving the chunk loading to threads so that they can happen asynchronously without impacting the game at all.
TwoShoedWonder 21 Apr, 2017 @ 11:24am 
This is AMAZING! I can see so much potnetial in this. Keep going and I'm sure you can make something that will blow eveyone away. Scratch that, you already have. :steamhappy:

Having mini dungeons with loot at the end would be pretty cool. Also I noticed a bug where flying enemies spawn in the sky and do not come down. They can still atack form up there so it gets pretty annoying. Would be nice to have this fixed.
Rozaliya12 21 Apr, 2017 @ 1:59pm 
Optimiziation suggestions-

If possible I say lower the render distance of the level's world. Loading up so many chunks of the map at once seemingly creates massive lagspikes, and obviously, that'll get irritating after taking a few steps and suddenly freezing in place due to framerate losses.

Maybe make less of the little chunks of ground sticking up? Those tend to get in the way more than anything.

There is definitely an issue with NPCs getting caught on objects, like trees, or tents.

Balancing suggestions-

Less skeletons. Just simply less skeletons. They're too close to the player's spawn, and they tear you a new arsehole if you let'em when you're at a low level.
Ice Burst 23 Apr, 2017 @ 4:55pm 
If you're not already, I'd reccomend attempting to optimize the procedural terrain generation if possible. Going out too far causes the game to sutter and spike, eventually the game will lag to the point of unplayability. This really shows promise and is already a ton of fun I could go for hours if the game would let me generate that much terrain.
Ultimauser 9 May, 2017 @ 11:11am 
Is this mod stll under development? I need some help with delvedit for it...
cuddigan  [developer] 11 May, 2017 @ 10:54am 
It is! There's a community Discord server pinned in the modding section of the forums for Delver here that are a good place to get DelvEdit related help.
Bellum 23 May, 2017 @ 11:02am 
This is a really cool mod. I'd like to help out, but I'm unfamiliar with the engine, so I'm not sure where I could start.
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