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Reception devlog · Part 2 of 6

Becoming Reception

· BellHop Studios

After a quiet August, five days turned Dungeon Runners into Reception.

A name and a place

On 30 August the game became Reception, and with the name came its central idea: you only ever see what the party can see. You aren't a god looking down at a dungeon. You work the front desk of a guild, sending heroes out and hearing what happened when they come back.

The guild got painted art, inside and out: Abel asleep at the desk, and backdrops for Drift and Duce, the receptionists you'd get to know.

The rules that stuck

Prototype to product

31 August was also the first big clean-out. Developer readouts came out of the player's view after we realised a new player would have landed on a debug console. A dungeon switcher nobody had asked for was removed. Gear stopped being locked by class except at SSR, and coin wording changed to "treasure" and "haul", because there wasn't a currency yet.

Not everything worked. We spent three days on a sprite pipeline with a Hero Sprite Standard and sheet reviews, and ended it when the sheets turned out to be unusable for animation. Heroes are portraits to this day.

More from the devlog

How Reception was built

The whole story in one read: eleven weeks, six bursts of work, about 300 changes and 70 cuts, from a dot wandering a grid to a live alpha.

70 things we cut

About 70 features were removed or replaced on the way to the alpha. What went, what replaced it, and why.