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🍺 Two guilds, one inn, and a nearby dungeon. 🤹 Juggle between keeping two rival guilds apart and running a successful inn! 🕹 Turn-based strategy management game with cheerful suspense.

Post news Report RSS Dungeon Inn - Dev Log #3

We're going to share the ongoing content by considering the visual expression of Dungeon Inn's rooms and facility tiles.

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Hello, everyone!

We've been working on new features and refining existing screens.
This time, we're going to share the ongoing content by considering the visual expression of Dungeon Inn's rooms and facility tiles.

What does the inside of the inn look like?

When we decided to add rooms and facilities as a growth element for the inn, we decided to use them in the form of tiles in a board game. Through that format, it seemed possible to express the interior of the inn to some extent while managing the tiles and displaying information used by guests.

tile_reference

Room and facility tiles inspired by board game "Caverna"


However, the users I met in person at the last Offline Indiegame Festival were imagining or expecting a more interesting type of inn. We received the following feedback several times in the field. This kind of feedbacks are really helpful for us to move in a better direction.

Wanted to know how the guests at the inn are doing.
Wanted to decorate the inside of the inn.
I was curious about the inside of the inn.

Improved expression and UI/UX of room and facility tiles

illust facils

The illustrations of Rooms and facilities


Based on the feedbacks, we are making changes to show how the inside of the inn is divided and what facilities it consists of, and to provide a glance at the inn guests of one faction. In addition to that work, we differentiated between information that we wanted to show as essential and information that could be viewed in one more depth.

revised facility

This menu shows which guests are in each faction's lodging in form of tiles tokens.


The screen for managing room and facility tiles is also being improved. When dragging a tile to the desired slot in the PC UI, it was overlooked that fatigue increases when the drag radius is too long. During the last offline exhibition, we observed that many people were uncomfortable using it. So we've tried to reduce the inconvenience of using drag by reducing the size of item and inventory slots. We also added the ability to immediately uninstall installed tiles by right-clicking.

In addition, we plan to use a tile detail tooltip to show detailed information that was not displayed in tiles in a more detailed and clear way. We'll improve convenience continuously developed.

The below is an in-progress version, and we will improve the screen design little bit more as we continue to improve the tile structure.

managing tiles

Ongoing concerns

We changed the view of the interior of each room and facility to side-view, but the characters are still placed in a simplified token form. We discussed for a long time about placing moving characters indoors and placing them in form of tokens, and we first decided to place them in the form of tokens.
Since <Dungeon In> is the game focusing the map to control characters's movement, in other information menus, such as used logs in inns, we decided to give animations a lower priority.

room walk

If we'll decide to make it more animated, the cost of development will increase as well.


However, what if it's more effective to users?
We have to keep thinking about it more.

Thank you so much for reading!

Any and all feedback is appreciated.

- Cat Society


Our previous dev logs are in our homepage (but just only in Korean).
We will translate them to English later and continue to post the next dev log here.

If you're interested, please stay tuned!

◼︎ "Dungeon Inn" Steam Page
◼︎ Twitter

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