Difference between revisions of "Valley 1:Fast Facts"

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Those maps being world, region, dungeon, and chunk/minimap.  The game itself explains all of these, and frankly if you just look at them (and maybe hover your mouse over the dungeon/region map in particular), you'll get most of the information.  But we did [[AVWW_-_What_are_all_these_maps_for%3F|compile a guide]] to the maps for the detail-oriented.
 
Those maps being world, region, dungeon, and chunk/minimap.  The game itself explains all of these, and frankly if you just look at them (and maybe hover your mouse over the dungeon/region map in particular), you'll get most of the information.  But we did [[AVWW_-_What_are_all_these_maps_for%3F|compile a guide]] to the maps for the detail-oriented.
  
'''There Are Many Procedurally-Generated Elements'''
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'''6. Procedural generation techniques have been combined with hand-crafting throughout this game.'''
  
Most of the terrain in the game is procedural, enemy/object placement is entirely procedural, enchants are procedural, character names are procedurally combined from name lists (first name plus last name)That means, for instance, that there are over a million possible character names, that there are hundreds of thousands of unique enchants (and growing at a geometric rate as we update the game), and that there are billions of unique terrain/enemy/object combinations.  Even the structures of the insides of buildings are hugely procedural.
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Terrain and caves are procedural, as are enemy/object placement, and enchants.  Character names are procedurally combined from lists of first and last namesThere are over a million possible character names, there are hundreds of thousands (and growing) of unique enchants, and there are billions of unique terrain/enemy/object combinations.  Even the structures of the insides of buildings are hugely procedural.
  
'''There Are Many Hand-Crafted Elements'''
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Hand-crafted elements include the spells and enemies themselves, most of the individual interior room floorplans (or at least floorplan-components), and the overall balance and progression of the game.  This is why you don't just get lost in a soupy mess of genericness.  There are billions of possibilities to explore, but those hand-crafted bits make a lot of difference.
 
 
The spells and enemies themselves, most of individual the interior room floorplans (or at least floorplan-components), and the overall balance and progression of the game are hand-crafted.  This is why you don't just get lost in a soupy mess of genericness as you go exploring out into the wild.  There are billions of possibilities to explore, but those hand-crafted bits make a lot of difference.
 
  
 
'''Each Continent Is A "Game" In Itself'''
 
'''Each Continent Is A "Game" In Itself'''

Revision as of 16:58, 13 March 2012

Fast Facts: A Crash Course On A Valley Without Wind

Want to get up to speed quickly? This list is aimed to help you do just that (and will be refined over time).


1. This is a Side-Scrolling Action-Adventure With Hints Of Strategy, Shmup, Platforming, And Citybuilding

Gameplay takes place from the side view, and you run around and shoot at stuff with magic spells. The combat is shmup-like, and the platforming can be hardcore or completely tame. There is a lot of long-term goal-setting that you have to do on your own: you start out pretty pitifully underpowered, and it's your job to figure out how to improve both yourself and your civilization so that you can take down the overlord of each continent. For details, see What Genre Is This, Anyway?

2. Missions are the crux of how you advance in the game.

The only way to get the best spells and ultimately be able to defeat the overlord is to do a goodly number of missions. Most are pretty quick to do, and you get to pick and choose which ones you want to do (hint: that's where a lot of the long-form strategy of this game lies).

3. It's dangerous to go alone. Looting abandoned stashes for supplies is critical.

Basically, if you don't prepare well enough for missions, the missions will kill you. You'll want to explore the countryside for buildings, locate the stash rooms (marked in yellow on your dungeon map) in each one, grab what you need, and get on with it.

4. Being a "completionist" in an infinite world is futile and boring.

You cannot explore every room of every building, and every section of every cave, and every region of every continent. The game really is infinite, so you could waste all your time on trivial activities when you have bigger in-game fish to fry. We've compiled a handy reference on efficient exploration, although most players naturally figure that out with a little experience.

5. Using and understanding the four kinds of maps is vital for effective play.

Those maps being world, region, dungeon, and chunk/minimap. The game itself explains all of these, and frankly if you just look at them (and maybe hover your mouse over the dungeon/region map in particular), you'll get most of the information. But we did compile a guide to the maps for the detail-oriented.

6. Procedural generation techniques have been combined with hand-crafting throughout this game.

Terrain and caves are procedural, as are enemy/object placement, and enchants. Character names are procedurally combined from lists of first and last names. There are over a million possible character names, there are hundreds of thousands (and growing) of unique enchants, and there are billions of unique terrain/enemy/object combinations. Even the structures of the insides of buildings are hugely procedural.

Hand-crafted elements include the spells and enemies themselves, most of the individual interior room floorplans (or at least floorplan-components), and the overall balance and progression of the game. This is why you don't just get lost in a soupy mess of genericness. There are billions of possibilities to explore, but those hand-crafted bits make a lot of difference.

Each Continent Is A "Game" In Itself

Like a linear title, there is a logical flow to how things progress in this game. You grow in power, so do your enemies, and you must ultimately defeat the Big Bad Guy. In this case, the randomly-generated Overlord of your continent. To complete a single continent takes anywhere from 4-20 hours, depending on how you play and how much of a hurry you're in. The earlier continents are easier and thus go faster, but even there 4 hours is practically a speed run.

Many Things Reset When You Move Between Continents, But Some Carry Forward

Think of your second continent like a "New Game+" option in another game. You're "starting over" in the sense that the monster tier has reverted to 1, you've lost all your spells, and so on. However, all of your unlockables carry forward, as do your enchants, and your other non-spell equipment. This means that there are really two progressions: your overall world progression, and your progression on whatever continent you are currently at. Thus each continent you face is more complicated and more challenging than the last, because you've unlocked more dangerous enemies as well as more interesting tools to fight them with.

This Game Evolves Through Continual Updates

After version 1.0 of this game comes out, we've committed ourselves to at least three months of free updates. That said, if the game does at all well, we plan to continue such updates indefinitely, alongside the occasional optional paid expansion pack. Look at AI War -- three years on, and it's still getting this treatment. For a game about adventure and exploration, this means that there will always be new stuff to find.


A Valley Without Wind

Further Reading