Joris Dormans
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jorisdormans.bsky.social
Joris Dormans
@jorisdormans.bsky.social
Game designer. Lead dev for Bane, Unexplored 2, and Unexplored. Also dabbles with board game design.

Teaches game studies, generative narratology, and game design at Leiden University.
The second part is definitely new for me!
September 5, 2025 at 7:13 PM
Addendum: I am also moving more and more away of typical Zeldaesque dungeon design, which was great for Unexplored 1 and 2, but which simply does not fly as well for multiplayer, turn-based games. I should write about that as well, one of these days.
September 4, 2025 at 1:16 PM
The result is levels where I can control the number of enemies much better, foreshadow their number and 'exact' location, and whose placement should feel narratively more coherent. At least that's what I am shooting for! 8/8
September 4, 2025 at 1:14 PM
There is still room form enemies as hazards now and then. But this is relegated to critters that naturally infest certain places, or enemies whose presence is bound to specific functions or features found in a level. 7/8
September 4, 2025 at 1:14 PM
When the actual floor is generated the generator looks for opportunities to place groups that haven't been assigned to a specific room yet. The further they are away from their factions camp, lair, or point of entry, the greater the chance they might have gotten themselves in trouble... 6/8
September 4, 2025 at 1:14 PM
The reason I can now do this, is because Bane, in contrast to UE2, actually generates level plans from scratch, and the all level plan data is available to stage that generates each each individual floor. Groups can be assigned to floors or specific rooms in floors during the planning stage. 5/8
September 4, 2025 at 1:14 PM
They now can be camping, guarding, exploring, raiding, or being wiped out because they stumbled into something more lethal than themselves. More importantly I can now add rumors to a level that indicate roughly how many foes the players might expect, which is a great plus. 4/8
September 4, 2025 at 1:14 PM
So I started building a roster system, as is commonly advised for ttrpgs, where an active faction is allotted a number of enemy groups beforehand and these are distributed over the levels starting from their camp, lair, or point of entry, what ever is appropriate for the faction in question. 3/8
September 4, 2025 at 1:14 PM
The problem is that it becomes very hard to control how many enemies actually appear in the entire adventure, and they might pop-up in all the wrong places. There is little sophistication or planning to their placement other than selecting which types of enemies can appear somewhere in the level.2/8
September 4, 2025 at 1:14 PM
We haven't ironed all out the details regarding class and levels just yet, but character progression is tied to the silver you collect from loot and completing missions. Very much following the OSR ttrpg tradition. Likely you'll get an extra ability each level. (4/4)
August 27, 2025 at 8:50 AM
Other than that your character is defined by a bunch of abilities. Abilities add advantage or disadvantage to a roll, make special verbs available (spells for example), or provide ways to regain your core stats during an adventure. (3/4)
August 27, 2025 at 8:50 AM
You can also spend (and regain) core stats to use special abilities and are recover from negative status effects. Armor class is derived from your equipment and your current Sleight. (2/4)
August 27, 2025 at 8:50 AM
I have find a better way to do lettering/keying in a way I am not writing everything in pencil though. That is just too laborious.
August 24, 2025 at 2:32 PM