Temple of The Roguelike Forums

Players => Early Dev => Topic started by: abraksil on October 31, 2016, 05:14:17 PM

Title: Soulblight
Post by: abraksil on October 31, 2016, 05:14:17 PM
Hi Everybody!
So I've been working on it for quite some time now. Although it's not 100% pure roguelike I thought some of you might like it. The only exceptions from Berlin Definition (http://www.roguebasin.com/index.php?title=Berlin_Interpretation) are: not ASCII, not turn/grid based. I would prefer to keep it that way so to be safe we're trying to use roguelite/action-roguelike tags as well :) I plan on posting updates about the development from time to time. Hope you'll like it :)



(http://media.indiedb.com/images/games/1/53/52826/Soulblight_TempleOfTheRoguelike_Banner.2.png)

It all began with a single drop. Form it two primal forces emerged. Forces of life and death. They fought one another in a futile effort to renounce their allegiance, only to realize that to exist separately is against their nature. From that communion the Soul Tree was born and with it the world as we know it.

(http://media.indiedb.com/images/games/1/53/52826/Soulblight_Gif_02.gif) (http://media.indiedb.com/images/games/1/53/52826/Soulblight_Gif_04.gif)
(http://media.indiedb.com/images/games/1/53/52826/PickUpGif_Soulblight_Tumblr.gif) (http://media.indiedb.com/images/games/1/53/52826/Soulblight_Gif_05.gif)

Soulblight is a dark, top-down roguelike luring you to cross the thin line between good and evil. Instead of XP grinding, it introduces a Tainting Mechanics. While traveling through the shattered reality of the Sanctuary, you will receive personality traits based on your choices. These will be the main source of your strength. To harness them, you will have to act accordingly. Becoming an alcoholic means that you will be rewarded for getting drunk, but from that point being sober might prove to be unbearable.​

Features:


Soulblight Live on Kickstarter

(http://media.indiedb.com/cache/images/games/1/53/52826/thumb_620x2000/Soulbglihg_Kickstarter.jpg) (https://www.kickstarter.com/projects/1752350052/soulblight)

And so it's finally October 17th. Just a moment ago I clicked the button to activate our Campaining :) Now Soulblight is Live on Kickstarter

Here's the link:
https://www.kickstarter.com/projects/1752350052/soulblight

Keep your fingers crossed everybody! :)

Cya Around,
Kuba



Links:
Video: https://www.youtube.com/watch?v=mDo4xmliHKk (https://www.youtube.com/watch?v=mDo4xmliHKk)
Soulblight on Steam: http://store.steampowered.com/app/530930 (http://store.steampowered.com/app/530930)
Website: http://www.mynextgames.com/ (http://www.mynextgames.com/)
Facebook: https://www.facebook.com/MyNextGames (https://www.facebook.com/MyNextGames)
Twitter: https://twitter.com/MyNextGames (https://twitter.com/MyNextGames)
Tumbler: http://mynextgames.tumblr.com/ (http://mynextgames.tumblr.com/)
Google+: https://plus.google.com/u/3/+Mynextgames (https://plus.google.com/u/3/+Mynextgames)
Title: Re: Soulblight
Post by: getter77 on October 31, 2016, 10:13:34 PM
Sounds and looks pretty cool to me---keep at it! 8)
Title: Re: Soulblight
Post by: BjornEricsson on November 03, 2016, 11:40:28 AM
Soulblight on Square Enix Collective! (http://collective.square-enix.com/projects/290/soulblight)

Square Enix Collective is a platform where creators post their game ideas and let gamers judge which of those should come true. Essentially they’re trying to help small teams to build awareness of their ideas and help them collecting feedback. Every week on monday a new game pitch is published. This week is for Soulblight.

(http://i.imgur.com/nRERQfr.gif)

If you want to know more, visit our Square Enix Collective Pitch :
Soulblight Square Enix Collective Pitch! (http://collective.square-enix.com/projects/290/soulblight)
Don’t forget to vote for us!
Title: Re: Soulblight
Post by: Tzan on November 03, 2016, 02:56:55 PM
Both of those Square links have bad text.

http://collective.square-enix.com/projects/290/soulblight
Title: Re: Soulblight
Post by: abraksil on November 03, 2016, 05:30:47 PM
Both of those Square links have bad text.

Fixed! Sorry for the inconvenience :)
Title: Re: Soulblight
Post by: abraksil on November 09, 2016, 08:04:31 PM
Soulblight on Square Enix Collective - Update #1

The First week of our Square Enix Collective Campaigning is behind us. And so it is time for our first update. Let's begin with zooming in on the Taint System.

Update #1: More about Taints (http://collective.square-enix.com/projects/290/soulblight/updates/262/update-number-1-more-about-taints)

And here's link to our pitch if you haven't voted yet 

Soulblight on Square Enix Collective (http://collective.square-enix.com/projects/290/soulblight#pitch)

(http://media.indiedb.com/cache/images/games/1/53/52826/thumb_620x2000/Soulblight_ScreenShot_05.png) (http://media.indiedb.com/cache/images/games/1/53/52826/thumb_620x2000/Soulblight_ScreenShot04.png)
Title: Re: Soulblight
Post by: Tzan on November 09, 2016, 10:57:47 PM
"Feeling of Lose"

Should be: "Feeling of Loss"
Title: Re: Soulblight
Post by: abraksil on November 14, 2016, 09:19:51 PM
"Feeling of Lose"

Should be: "Feeling of Loss"

heheh Fixed! Sorry for that and thx for the heads up :). I have dyslexic and English is not my first language so things like this sometimes slip my attention :)
Title: Re: Soulblight
Post by: abraksil on November 14, 2016, 09:26:35 PM
Soulblight on Square Enix Collective - Update #2

Week two of Soulblight being presented at Square Enix Collective is is now over. So far we're at 91% approval rate! Thank you all for supporting us. Today we've published another update to encourage you to vote for us. This time we're talking about our approach to the challenges of top-down perspective - Update #2: Challenges of Top-Down View (http://collective.square-enix.com/projects/290/soulblight/updates/264/update-number-2-challenges-of-top-down-view)

(http://media.indiedb.com/cache/images/games/1/53/52826/thumb_620x2000/Soulblight_ScreenShot01.2.png) (http://media.indiedb.com/cache/images/games/1/53/52826/thumb_620x2000/Soulblight_ScreenShot03.png)

If you want to know more, visit our Square Enix Collective Pitch:
Soulblight Square Enix Collective Pitch! (http://collective.square-enix.com/projects/290/soulblight)
Don’t forget to vote for us!
Title: Re: Soulblight
Post by: hendrikk1 on November 20, 2016, 01:00:58 PM
Already voted yes and good luck with your campaign !
Title: Re: Soulblight
Post by: abraksil on November 21, 2016, 09:48:08 PM
Already voted yes and good luck with your campaign !

Thanks hendrikk1 :)
Title: Re: Soulblight
Post by: abraksil on November 21, 2016, 10:00:10 PM
Soulblight on Square Enix Collective - Update #3

And so the final week of our Square Enix Collective Campaigning begins. To encourage you all to vote for us we're once more sharing some details about our game. :) This week we're talking about combat
Update #3: Closer look at Combat (http://collective.square-enix.com/projects/290/soulblight/updates/268/update-number-3-closer-look-at-combat)

(http://media.indiedb.com/cache/images/games/1/53/52826/thumb_620x2000/SAMPLE2_700.gif)

If you want to know more, visit our Square Enix Collective Pitch:
Soulblight Square Enix Collective Pitch! (http://collective.square-enix.com/projects/290/soulblight)
Don’t forget to vote for us!
Title: Re: Soulblight
Post by: hendrikk1 on November 23, 2016, 08:14:48 AM
Our game Orbiz (http://steamcommunity.com/sharedfiles/filedetails/?id=796400113) was on Square Enix Collective too. The "Yes" votes are enough, but maybe the comments or feedbacks aren't, so they didn't make a crowdfunding campaign.
Already voted yes and good luck with your campaign !

Thanks hendrikk1 :)
Title: Re: Soulblight
Post by: abraksil on November 25, 2016, 10:48:13 PM
Well I don't think we're gone catch up either. We're more doing it for feedback on our pitch. How many 'YES' votes were you able to gather?
Title: Re: Soulblight
Post by: hendrikk1 on November 26, 2016, 07:04:33 AM
68 %, you can check here (https://collective.square-enix.com/projects/223/orbiz)
Title: Re: Soulblight
Post by: abraksil on November 26, 2016, 08:46:56 AM
well I'm not asking about ratio. I mean how many people voted
Title: Re: Soulblight
Post by: abraksil on December 01, 2016, 10:17:12 AM
Just few days after our Square Enix Collective campaigning is over a new competition Emerges! Well I guess it's this time of the year again :). Starting today for next 10 days you can vote for us at Indie DB.

(http://media.indiedb.com/images/groups/1/26/25073/profile/ioty-500.png)

Check out our page and help us get to top 100!
Soulblight on IndieDB (http://www.indiedb.com/games/soulblight)
Don’t forget to vote for us!
Title: Re: Soulblight
Post by: hendrikk1 on December 04, 2016, 03:37:49 AM
Sorry for the late check, well, it's just 69
Title: Re: Soulblight
Post by: abraksil on December 10, 2016, 05:12:17 PM
Today I've decided to share with you some weapon designs. As you can see we're trying to marge tech witch medieval weaponry.

(http://media.indiedb.com/cache/images/games/1/53/52826/thumb_620x2000/Soulblight_Weapons02.png)

The fear of all that is technical is rooted deep in the hearts of the society. But you have to overcome it as those devices are much more potent than simple swords made by the blacksmiths of the present day.
Title: Re: Soulblight
Post by: abraksil on December 17, 2016, 01:03:07 PM
First glimpse at story behind Soulblight

What is Soulblight? When technology was still present in the world, the Sanctuary was a safe haven for those who sought knowledge. A place where greatest minds could practice science freely manufacturing many wonders of technology.

(http://media.indiedb.com/cache/images/games/1/53/52826/thumb_620x2000/Soulblight_ConceptArt03.png)

That is until something happened that science could not explain. A machinery that studied foundations of human nature imploded giving birth to a mystical tree. With it came along a power so great that it shattered a space-time around it, leaking anomaly from alternate dimension - Soulblight.
Title: Re: Soulblight
Post by: abraksil on December 23, 2016, 10:17:54 PM
Christmas is almost here. You can feel its spirit even in a basement where I have my office. Cozy isn't it :)

(http://media.indiedb.com/cache/images/games/1/53/52826/thumb_620x2000/Xmas2016_small.png)

MERRY CHRISTMAS EVERYBODY!
Title: Re: Soulblight
Post by: abraksil on December 31, 2016, 11:24:42 AM
Another piece of the story

No one knows where did the crystal covered beasts come from. But the fact remains, they did come. As conventional methods of warfare proved themselves useless against the aggressor mankind has no other choice but to turn to the Ancients and their secret of forgotten technology.

(http://media.indiedb.com/cache/images/games/1/53/52826/thumb_620x2000/Soulblight_ConceptArt.png)

Holding it is the legendary Soulblight - tree growing in the center of the abandoned Sanctuary. The prophecy says that wisdom to create powerful machinery awaits those who will drink from the roots of the tree. But beware wisdom has a price. Will you dare to find Soulblight and bring peace to this broken world?
Title: Re: Soulblight
Post by: abraksil on January 05, 2017, 12:58:48 PM
New Year’s Resolution

Hello everybody! How’s 2017 so far? New year is always a good excuse to introduce some changes into our lives. My New Year’s Resolution is to get more in touch with all you people reading thous posts of mine.

Some of you recently complained that, in the information jungle out there, you often miss my updates. Well… We’re just few people working on a game and sharing our content. Sometimes we just can’t get through all the noise and commotion. But don’t worry - I’ve decided that the first step for us to know each other better would be to create a reliable way for you to fallow our adventures. And so I’ve set up a newsletter.

(http://media.indiedb.com/cache/images/games/1/53/52826/thumb_620x2000/Soulblight_SignUp_Newsletter.png) (http://www.mynextgames.com/)

Every month I’ll be sending out a summary of all that happened recently in our project. If your interested - visit our page and sign up!

My Next Games Home Page (http://www.mynextgames.com/)
Title: Re: Soulblight
Post by: abraksil on January 16, 2017, 03:30:20 PM
The Idea behind Soulblight

So I've been sharing with you updates on my game for few months now. Today I've realized that I haven't told you what is the underlining reason for my making Soulblight. Some of you who may have browsed my game might already know what we're trying to achieve but For thous who haven't here we go :)

Video game RPGs are in the strange place right now In my opinion. These days every game with leveling mechanic calls itself ‪RPG‬. We play those games traveling through awesome worlds maxing out our stats and grinding XP on every opportunity. Over the years though it became more mundane than enchanting.

I look with nostalgia at my pen and paper RPGs memories. Back then gaining XP was only part of the fun, becoming our characters was the rest of it. Sometimes role playing stood in a way of solving the quest at hand, but we connected with our characters and they felt more alive that way. Video games are different. We cannot expect players to avoid fighting giant spiders just because their character has arachnophobia. That way they will lose precious loot and XP. They know the game will penalize them for that by becoming more difficult. If we want players to actually role-play the game need to encourage them to express this kind of things. Only Best RPG games menage do it with dialog options and branching story lines. To make it all believable the game need's to have tremendous amount of content. Every single outcome needs to be thought out and scripted. When  me and my friends started Soulblight we simple knew there was no way that we can pule it off. We ware simple too few to do it. We started to look for a different, new way to allow players to express they're characters. And this is how our Taint System came to be. :)

(http://media.indiedb.com/cache/images/games/1/53/52826/thumb_620x2000/Soulblight_ScreenShot13.jpg)
Title: Re: Soulblight
Post by: abraksil on January 23, 2017, 02:59:05 PM
The Taint System

So a week has passed and It’s time to shed more light on the enigmatic Taint System I wrote about in a previous post :). Basically the main goal is to integrate actual role playing into character progression. Before entering each level of the Sanctuary you get to choose a taint that represent a certain personality trait. Each taint unlocks a new way of gaining power - a custom mechanic designed to encourage acting like a person with that attribute. Let’s look at few examples:

(http://media.indiedb.com/images/games/1/53/52826/Soulblight_TaintExamples.png)

This method of character progression channels our will to survive into actions in alignment with hero’s personality. The deeper into the Sanctuary you get the more varied taints you’ll be able to acquire. Think of it as if the dungeon itself was a skill tree of a kind. While making a choice you’ll have to be careful as it will shape your personality and experience to come.
Title: Re: Soulblight
Post by: AgingMinotaur on January 23, 2017, 07:33:14 PM
Nifty. I like that taints give a bonus as well as a penaly. It made me think of the system in Vampire and other World of Darkness-games, where each character defines an archetype as their Nature. If you managed to "live out" the trait defined in your Nature, you gained a Willpower boost.

In tabletop rpgs, I always thought such rules were a bit construed, since we were just roleplaying away, anyway (the archetype system in Vampire was a great aid for that, though). OTOH, I think it makes more sense in computer games to give a tangible boost for acting in character. I've actually been thinking on something similar for my game LoSt, but as "codes of conduct" which give you skills/bonus/reputation if you follow them (vow of poverty, duelist honor, lawfulness, chivalry, whatever).

Anyway, keep up the good work. The project seems promising, and I must say the art looks mighty nice (though I found the Paranoid icons a bit vague, placeholder-ish).

As always,
Minotauros
Title: Re: Soulblight
Post by: abraksil on January 24, 2017, 10:17:15 AM
Yee I know what mechanics you're talking about AgingMinotaur. I'm a huge fan of World of Darknesss pen and paper RPGs :) Any way glad to hear you like Soulblight :)
Title: Re: Soulblight
Post by: abraksil on January 29, 2017, 06:57:15 PM
(http://media.indiedb.com/images/games/1/53/52826/Soulblight_Gif_Game12.gif)

This week I've decided to share with you a gif so you can notice all these little ambient animations we're adding. Although players rarely notice them while enjoining the game they are very important. Without them environments seem dead artificial.
Title: Re: Soulblight
Post by: abraksil on February 06, 2017, 04:27:04 PM
In Soulblight we're going for tactical stamina based combat simular to that you might know form Dark Souls series. On that note here's one of the spear attack animations for you :)

(http://media.indiedb.com/images/games/1/53/52826/Soulblight_Gif_Anim01.gif)

Because our game's combat mechanics in inspired by Dark Souls I try to play it every day after work :). I do so relax and learn a bit more about it's design. I've discovered it's much more fun to do it in the company and that's why I started streaming.

(http://media.indiedb.com/cache/images/games/1/53/52826/thumb_620x2000/Twitch_Backgroud.png) (https://www.twitch.tv/mynextgames)

My Twitch Channel (https://www.twitch.tv/mynextgames)

So how about it? Want to join me in my gaming adventures?:)
Title: Re: Soulblight
Post by: abraksil on February 11, 2017, 11:00:25 PM
This weeks's update is a bit early then usually as In two days we'll be presenting Soulblight at White Nights Conference in Prague. Recently I've introduced some new solutions to our combat mechanic to add even more tactical depth to it. The festival is a perfect opportunity for play test. We will see how human specimens will handle the challenge I've prepared ;)

(http://media.indiedb.com/images/games/1/53/52826/WhitetNights_Prague2017.gif)
Title: Re: Soulblight
Post by: abraksil on February 15, 2017, 02:55:15 PM
And so I'm back form Wight Nights Conference in Prague. It was a very intensive even. Throughout the entire visit in Prague I had time for only this one picture :)

(http://media.indiedb.com/images/games/1/53/52826/Soulblight_WightNights2017_02.png)
Title: Re: Soulblight
Post by: abraksil on February 20, 2017, 04:24:30 PM
Choose wisely! The path you take will shape who you will become...

(http://media.indiedb.com/images/games/1/53/52826/Soulblight_Gif_Game13.gif)
Title: Re: Soulblight
Post by: abraksil on February 27, 2017, 07:34:56 PM
So it's Monday again and it's time for another update. Today I've prepared an Info grphic showing few difrent Taints you'll be able to acquire in Soulblight

(http://media.indiedb.com/images/games/1/53/52826/Soulblight_Taints_InfoGraphic.png)
Title: Re: Soulblight
Post by: abraksil on March 06, 2017, 10:34:31 PM
Loot Sneak and Fight! All to survive your quest for Soulblight

(https://media.giphy.com/media/xUPGcdTMYoIwuI8nok/source.gif)
Title: Re: Soulblight
Post by: abraksil on March 13, 2017, 10:50:18 AM
(http://media.indiedb.com/images/games/1/53/52826/Soulblight_ScreenShot08.1.png)

During your journey through the sanctuary you’ll come across rare A'dr gems that can fuel a mysterious process of transmutation. Legend tells that some of thous crystals can also be infused with a human soul.
Title: Re: Soulblight
Post by: abraksil on March 20, 2017, 04:04:28 PM
Passed week was an intensive one but it was definitely worth it as we've reached the ALFA!

(http://media.indiedb.com/images/games/1/53/52826/Soulblight_ALFA.1.png)

Different developers define "ALPHA" in a bit different way. For us this means you can actually play and finish the entire game. You can visit all the locations and all the mechanic are already in place. This doesn't mean the game is finished thought. There's still a lot of work ahead of us. Most of the locations lack light, particles and ambient animations. ALPHA doesn't mean the programming and designing work is finished as well. From now on though we will be focusing on adjusting and balancing the gameplay. This means soon we might be in need of testers so stay tuned :)
Title: Re: Soulblight
Post by: abraksil on March 27, 2017, 04:57:39 PM
(https://media.giphy.com/media/26gR1qoYVS4mYlN7O/giphy.gif)

To seek out the Soulblight you will have to face strange and horrifying machine created hundreds years ago in the Age of Wonder. Meet Marauder, Brute and Sentry. Know that there are many other iron monster that will stand in your way...
Title: Re: Soulblight
Post by: abraksil on April 03, 2017, 04:10:11 PM
Soulblight Alpha Tests - Want to help us?

(http://media.indiedb.com/images/games/1/53/52826/Soulblight_Alpha_Tests_1280.png)

As you all know Soulblight has reached Alpha recently. Now it's time to begin some tests. Want to help us? Sign up for our newsletter.

Every monday we'll randomly choose few people from our newsletter list and send them an invitation to Soulblight Inner Circle :) Accepting means you'll receive a demo steam key. It'll gives you access to a short part of the game that we'll update every couple of weeks. Along the steam key you'll also receive an invited to a special Discord channel. There you'll be able to talk to us and help us decided on the direction we'll be taking the game.

Sing up for our newsletter

(http://media.indiedb.com/images/games/1/53/52826/Soulblight_SubscribeMarch.png) (https://www.mynextgames.com/)

Don't want to wait your turn in our little lottery? You don't have too :) Just tweet about our game using the #Soulblight tag and send us the link. The person that scores the highest number of retweets that week will receive an invitation as well.

Tweet about Soulblight (https://ctt.ec/JeI4B)
Title: Re: Soulblight
Post by: abraksil on April 10, 2017, 07:39:54 PM
(https://media.giphy.com/media/3o7btWv99Y8bc6kYgM/giphy.gif)

Sometimes it is better to take your enemy out without the fight... if your honor allows you to do such a thing... Be careful though, the environment might be traitorous. One wrong move and the sound you make will alert your prey.
Title: Re: Soulblight
Post by: abraksil on April 17, 2017, 05:22:19 PM
(https://media.giphy.com/media/3o7btPtEfJ6UIQtjk4/giphy.gif)

Second week of alpha test is behind us. So far everything seems to be going well. Besides clearing out few minor bugs we've added new combat action - dash (you can see it on the gif above). It's effectiveness scales down with the amount of armor your character is wearing. This allowed us better differentiate play style of heavily and lightly equipped characters. Thanks to our testers we've been also able to better evaluate the difficulty of our game. It seems our complex mechanics tend to confuse players at the beginning. To smoothen the difficulty curve without lowering it all along we've decided to create a short introductory level. Don't worry you won't have to play it over and over again with every run :) It will launch only when you play the game for the first time.

That's all for this week Folks :)

Remember if you're interested in joining our alpha test sign up at my home page (https://www.mynextgames.com/)
Title: Re: Soulblight
Post by: Tzan on April 17, 2017, 05:41:25 PM
You should probably let people run the tutorial any time, not just the first run.
So they can decide if they have learned every thing.
Its just one more button on the start screen.
Title: Re: Soulblight
Post by: abraksil on April 17, 2017, 06:49:10 PM
Well by introduction level I don't mean tutorial. It's more like a very easy zone when you can try out everything. Something like asylum location was in Dark Souls 1. Part of the fan of the game is slowly discovering mechanic and then using it to your advantage. I just want the player to have the place where he can try out all the buttons without warring he's gone die instantly if he don't do the right thing :D
Title: Re: Soulblight
Post by: abraksil on April 24, 2017, 11:41:09 AM
(https://media.giphy.com/media/3ohzdKBXvUKAWx01G0/giphy.gif)

Today I would like to show you a parry mechanic. How it works is it throws enemy off balance when you perfectly time your block. Additionally you revive a few seconds of slow motion. You can use it to reposition before striking a deadly blow
Title: Re: Soulblight
Post by: abraksil on May 02, 2017, 09:06:48 PM
(https://media.giphy.com/media/3o7btQxqsbjTFoz160/giphy.gif)

Haven't show any attack animations for some time so here's one with 2h-weapon.

Also I've set up a subreddit for ourself this week. Me and other members of the team post updates on the game there as well as share info on other games we find interesting. Here it is if you'd like to follow us there r/MyNextGames (https://www.reddit.com/r/MyNextGames/)
Title: Re: Soulblight
Post by: abraksil on May 07, 2017, 07:45:10 PM
(https://media.giphy.com/media/3ohzdZTMCd70tlkj0A/giphy.gif)

To avoid tedious tutorials that prevent you from jumping straight into the game we use top-down perspective of our game and just leave the hints on the floor
Title: Re: Soulblight
Post by: abraksil on May 14, 2017, 03:39:52 PM
(https://media.giphy.com/media/xUA7aLZzhWb8hC8YHC/giphy.gif)

Wohoo! Soulblight has been chosen as one of Digital Dragons: Indie Showcase finalist
If you happen to be at the Digital Dragons next week drop say hello and give our game a try

And here's the link if you'd like to know a bit more about the event: Digitla Dragons Conference (http://digitaldragons.pl/)
Title: Re: Soulblight
Post by: abraksil on May 24, 2017, 03:25:54 PM
(http://media.indiedb.com/images/games/1/53/52826/IMG_20170523_105405_1.jpg)

This weeks post is a bit late as we've just wen't back from showcasing Soulblight at Digital Dragons It was one awesome event! And here you have few photos from our stand :)

(http://media.indiedb.com/images/games/1/53/52826/IMG_20170523_131215.jpg)

Jurek - Soulblight Story designer on the right, and me - Kuba on the left :)

(http://media.indiedb.com/images/games/1/53/52826/IMG_20170522_102902.jpg)

As you can we had an awesome view. Wawel - The castle around witch the city (Kraków) was build straight a head of us on the other side of the river

(http://media.indiedb.com/images/games/1/53/52826/IMG_20170522_081845.jpg)

convention main hall looked quite impressive as well :)

(http://media.indiedb.com/images/games/1/53/52826/IMG_20170522_095317.jpg)

And here's our trusty orange air-arm chair we take with us on every event :D

That's all for today folks
cya next week :)
Title: Re: Soulblight
Post by: abraksil on May 29, 2017, 08:12:31 PM
(http://media.indiedb.com/images/games/1/53/52826/characters.jpg)

We've recently started designing NPCs you will be able to meet in Soulblight :)
Title: Re: Soulblight
Post by: abraksil on June 04, 2017, 03:44:35 PM
(http://media.indiedb.com/images/games/1/53/52826/characters_1.jpg)

Last week I brought you some early NPC designs. Now I'd like to show you how they look like a bit further down the line. We're trying out a new way of shading to better differentiate them from the backgrounds.
Title: Re: Soulblight
Post by: abraksil on June 10, 2017, 03:07:21 PM
(https://media.giphy.com/media/3ohzdOOh2Dy9xEf1V6/giphy.gif)

Haven't show any GIFs for couple of weeks so here comes a shield & axe attack animation. I'm pretty satisfied how we can present complex movement on our 2D character without frame by frame animations :)
Title: Re: Soulblight
Post by: abraksil on June 17, 2017, 04:07:16 PM
Today I have something special for you :D I was browsing through my hard drive and found some of the first screen I ever took from the Soulblight. Well actually back then it didn't even have a title yet. Heheehe :) thous were the days...

(http://media.indiedb.com/cache/images/games/1/53/52826/thumb_620x2000/Soulblight_Prototype_Screen01.png)

I referred to it as "The Hero Project" because defining the personality of the main character was something I was going for from the very start. And here's one of the new screens so you can see the difference :)

(http://media.indiedb.com/cache/images/games/1/53/52826/thumb_620x2000/Soulblight_ScreenShot12.png)

We've come a long way with our project since its beginning :) don't you think?
Title: Re: Soulblight
Post by: Avagart on June 17, 2017, 04:41:09 PM
All these images looks wonderful, but it's all what I can say. I'm waiting for more detailed infos, but you keep your posts, well, simple.
Title: Re: Soulblight
Post by: abraksil on June 17, 2017, 07:31:33 PM
heheeh wasn't sure anyone was reading my post :). Well... What would you like to hear more about Avagart? Some combat mechanic details? More on survival elements? More on Taints?
Title: Re: Soulblight
Post by: Avagart on June 17, 2017, 08:50:56 PM
Just tell me about your game. What are your goals? What do you like most in Soulblight? What will make it good?
Title: Re: Soulblight
Post by: abraksil on June 20, 2017, 09:30:45 PM
Hi Avagart
Sorry for delay in answer was away for couple of days.

What are my goals? Well I want to create roguelike where you character will have a bit more personality then "I kill monsters". I want for the character to have traits like Greedy or Coward. I want for the player to be aware of them and take them into account when making the decisions. If your a coward you can't run into every fight without thinking. If your greed think twice if you get your money's worth before you purchasing something. Rogulikes evolved from table top games like D&D but thous games had an RPG elemnt that seems to be forgotten. it's more about grinding now. So with my game I want to create a character progression system that focuses on personality instead of XP. And this is also what I personally like the most about Soulblight.

There are a lot of other things I like/I'm proud of:

Well I like all thous things and more. This is my game - I made it the way I wanted it to be.
You ask me if it's good. Well... I like it but will you? I think the best way to find out would be to join the alpha test we're running and see.
Title: Re: Soulblight
Post by: Avagart on June 22, 2017, 09:57:06 PM
So... that post gave me better overview about Soulblight than all posted screenshots and photos. It sounds really interesting. If it's not secret, can you explain, how you'd *encouage* player to, for example, thinking twice before purchasing if character is greedy? Some kind morale penalty?

I didn't ask if it's good. I asked 'what makes it good'. But I got answer already.

To be honest, I don't like newsletters, but access to alpha / demo would be nice. How much are you flooding mailboxes with that newsletter? :D
Title: Re: Soulblight
Post by: abraksil on June 23, 2017, 12:14:28 PM
Quote
I didn't ask if it's good. I asked 'what makes it good'

Sorry must have miss read.

Quote
If it's not secret, can you explain, how you'd *encouage* player to, for example, thinking twice before purchasing if character is greedy?

No it's not a secret :) So the game doesn't have leveling mechanic Instead we have something we call synergy/integrity. This special state greatly increases your damage output and resistance. So the more you have the more chances to survive you have. Now at the beginning of every part of the dungeon you get to choose a personality trait we call taint. What it dose is unlocks a way of gaining synergy but only if you act in a certain way. It dose it in a form a special buffs. Here are few examples:

(http://media.indiedb.com/cache/images/games/1/53/52826/thumb_620x2000/Soulblight_Taints_InfoGraphic.png)

Quote
How much are you flooding mailboxes with that newsletter?

Try not too floood. I send out an e-mail once a month except at the beginning when i send 3 emails:
- Welcoming e-mail (after you sign up)
- Email explaining how to gain access to alpha tests (the day after you sign up)
- Email explaining in more detail the entire idea behind Soulblight and the taint mechanic (the week after you sign up)

The monthly e-mail usually consists of  news or explains in more details the design choices I took while creating the game. I'm writing the one for this month right now  - it's gone be about combat :)
Title: Re: Soulblight
Post by: abraksil on June 23, 2017, 09:38:27 PM
This week I would like to talk in more detail how we build Soulblight tactical combat around distance control :) So each character during the fight is surrounded by the circle which represent its position on the battlefield. By pressing the right button you can light up a frontal part of it and activate what we call the grip. When the grip touches another circle the characters become engaged to represent the clinch combat. This maneuver besides linking the characters together also forces them to use a secondary attack

(https://media.giphy.com/media/l0Iy6l2s6RzefLqHS/giphy.gif)

Depending on the weapon this attack might be less or more powerful than the main one. The wielder of the more cumbersome weapon now will be forced to find a way to disengage. The easiest way to do it is by performing a special slam action. He need to be careful though this maneuver burns through a lot of stamina.

(https://media.giphy.com/media/3o7TKusMfQpGRx9yKI/giphy.gif)
Title: Re: Soulblight
Post by: abraksil on July 02, 2017, 11:13:38 AM
(https://media.giphy.com/media/xUPGcEEqNLJLoj30Yw/giphy.gif)

By implementing certain level of inertia depending on how well armored your character is we’ve allowed the faster character to be able to outmaneuver the heavier foes. This way you can get on the back of the heavier opponents and gain a massive advantage by doing so. Though it isn’t easy it greatly increases the damage you deal as well as prevents the enemy from hitting you with his attacks.
Title: Re: Soulblight
Post by: abraksil on July 09, 2017, 07:16:18 PM
(http://media.indiedb.com/cache/images/games/1/53/52826/thumb_620x2000/Soulblight_Cecil.png)

This week our first character started to have something more to say then "MISSING TEXT" :D If you wish to have a lovely little chat witch Cecil you can sign up for #Soulblight alpha tests at: www.mynextgames.com ;)
Title: Re: Soulblight
Post by: abraksil on July 15, 2017, 12:25:38 PM
(https://media.giphy.com/media/3ohryxv6EMCILiLsAg/giphy.gif)

Today I have just a little update as we're preparing for a big announcement next week :) We've recently improved on our shopping mechanic. Now you will be able to acquire individual items instead of paying for entire batch. The interface became more intuitive as well!
Title: Re: Soulblight
Post by: abraksil on July 20, 2017, 08:33:10 PM
Hey Everybody!
As I mentioned last week, today I have a big announcement :) We’ve been preparing it for weeks, and now we’re finally ready! Soulblight will go live at kickstarter on August 17th! We will be revealing more info on what’s to come as we get closer to the date. For now help us announce the news to the world and support our Thunderclap:

https://www.thunderclap.it/projects/59652-soulblight-live-on-kickstarter (https://www.thunderclap.it/projects/59652-soulblight-live-on-kickstarter)

(http://media.indiedb.com/cache/images/games/1/53/52826/thumb_620x2000/SoulblightLogo_KickstarterHeading.png)
Title: Re: Soulblight
Post by: abraksil on July 26, 2017, 08:10:26 PM
(http://media.indiedb.com/cache/images/games/1/53/52826/thumb_620x2000/Xbox.png)

Something special came in a mail today :D Do you know what this means? ;)
Title: Re: Soulblight
Post by: abraksil on July 30, 2017, 06:08:09 PM
(http://media.indiedb.com/images/games/1/53/52826/SoulblightLogo_PAX2017.png)

Yes everybody! We’re going to Seattle! The main point of our upcoming Kickstarter will be our visit at PAX WEST. We’ve been selected by Foundation Indie Games Poland to showcase our game at their stand this year. If you happen to be at PAX this year drop by Polish booth and say hello :)

P.S Soulblight Kickstarter will go live on AUG 17th. Don’t forget to support our thunderclap: https://www.thunderclap.it/projects/59652-soulblight-live-on-kickstarter
Title: Re: Soulblight
Post by: abraksil on August 08, 2017, 09:45:02 AM
(http://media.indiedb.com/images/games/1/53/52826/Soulblight_Alpha_Tests_1280.png)

We’ve announced last week that as a part of Soulblight upcoming kickstarter we will be visiting Pax West 2017 Besides it being a perfect opportunity to spread the word about our campaigning. PAX will also be a culmination of our alpha tests

Don’t worry though - Certain things will remain the same!

What does the end of alpha tests mean? Well… The only thing that will change is the fact that I will no longer update the build regularly. This doesn't mean though the game won't need testing. But how we will be doing it I will share with you next time :)

P.S Soulblight kickstarter will go live on AUG 17th. Don’t forget to support our thunderclap: https://www.thunderclap.it/projects/59652-soulblight-live-on-kickstarter
Title: Re: Soulblight
Post by: abraksil on August 11, 2017, 03:35:34 PM
(http://media.indiedb.com/images/games/1/53/52826/Soulblight_IntelLevelUp2017Finalist.png)

It's 6 days before Soulblight kickstarter launch. I wake up to learn we've been selected Intel Level Up Contest Finalist! :D Nice timing don't you think ;)
Title: Re: Soulblight
Post by: abraksil on August 12, 2017, 06:25:32 PM
Soulblight beta on the horizon as kickstarter reward

(http://media.indiedb.com/cache/images/games/1/53/52826/thumb_620x2000/Soulblight_BetaTests_1.png)

As I mentioned couple days ago our alpha test program will come to an end with our visit at Pax West 2017. This doesn’t mean though the game needs no more tests. Soon after the kickstarter campaign we will be beginning the beta test. The beta build will include much bigger part of the game. You will be able to face all 3 bosses we’ve prepared as well as acquire up to four taints. The access to the beta tests will be one of the kickstarter rewards.

Soulblight kickstarter will go live next Thursday (AUG 17th)

Don’t forget to support our thunderclap :)
https://www.thunderclap.it/projects/59652-soulblight-live-on-kickstarter
Title: Re: Soulblight
Post by: abraksil on August 18, 2017, 09:16:57 PM
(http://media.indiedb.com/images/games/1/53/52826/Soulblight_Alpha_Tests_1280.png)

One of you members of our Steam Community suggested that I would post the Alpha Update change logs here to help you all follow on the development. This is an Awesome idea. Not sure why I haven't thought about it earlier :P It happens that I just recently uploaded new update so here comes the first one:
Title: Re: Soulblight
Post by: abraksil on August 31, 2017, 04:13:51 AM
Soulblight - ‘ok’ is not enough
After over a month of intense work on our Kickstarter campaign last night we finally finished. We sat down to look through all the materials we've prepared. It seemed to be ready to go as everything was "ok". However deep inside we felt that "ok" was not good enough.
(http://media.indiedb.com/cache/images/games/1/53/52826/thumb_620x2000/Soulblight_ConceptArt06.png)
You see one of the things that we’ve learned while working on Soulblight is that making a good game isn’t enough this day. We live in an age of the information overflow. Usually you have only a few seconds to get someone's attention. Keeping that in mind our idea of “More literal approach to RPG” isn’t easily transferred into a single picture or a 5 second video. That is the reason we struggle when we present our me to new people. And this is also the reason our Kickstarter campaign at its current stage is just "ok".
(http://media.indiedb.com/cache/images/games/1/53/52826/thumb_620x2000/Soulblight_ConceptArt05.png)
Don’t worry. This doesn't mean we want to sacrifice our vision of the game to make it more “promotable”. The game will remain unaffected. What we need to do is find a new, more approachable way to communicate what we have to say.
(http://media.indiedb.com/cache/images/games/1/53/52826/thumb_620x2000/DELAYED.png)
We have some ideas on how to do it but now we just need some time to make them happen. This means that we have to postpone Soulblight Kickstarter campaign for a month or so Launching it without solving that problem might do more harm than good.

Once more thank you for all your support and sorry for the delay. :(

Regards,
Kuba

P.S Postponing the kickstarter doesn't mean we won’t be showcasing Soulblight at PAX West this year. Actually I'm writing this from the airport waiting for the plane. If you happen to be in Seattle this year drop by booth #6003 on the 6th floor and say hello :)
(http://media.indiedb.com/cache/images/games/1/53/52826/thumb_620x2000/DIgyygVUQAAdXXU.jpg)
Title: Re: Soulblight
Post by: abraksil on September 10, 2017, 06:29:08 PM
Hey Everybody
PAX West is over and I’m finally back home. It was one hell of an adventure so after sleeping it off it’s time to write a recap of the event :) Before we go any further there is one thing you need to know. The gaming events from the point of view of a developer are a bit different. You spend at least 10h a day at the show but sadly you don’t get to play too many games. However the events from this perspective have their own unique charm. I personally really love it and I would like to share some of my feelings with you today :)
(http://media.indiedb.com/cache/images/games/1/53/52826/thumb_620x2000/DIqejwrUwAEcUN2.jpg)
Let’s start with how we got there. For a tiny indie studio like ours showcasing a game at PAX West wouldn't be possible if not for the Indie Games Poland Foundation (IGP - www.igp.org.pl). Every year IGP chooses best indie games from Poland to showcase at PAX West. Soulblight was one of those games this year :).
(http://media.indiedb.com/cache/images/games/1/53/52826/thumb_620x2000/21248292_1454357174640403_2798822542704437746_o.png)
Couple of my indie friends also got accepted so we’ve decided to team up together and rent a house. There were 7 of us: Piotrek & Paweł form Digital Melodies (Timber Tenis (http://store.steampowered.com/app/321160/Timber_Tennis/)) Tom from Crunching Koalas (Mouse Craft (http://store.steampowered.com/app/252750/MouseCraft/)), Sebastian from Transhuman Design (Butcher (http://store.steampowered.com/app/474210/BUTCHER/)), Rafał & Bartek from Licht Hunt (Lichtspeer (http://store.steampowered.com/app/434740/Lichtspeer/)) and me (Kuba - Soulblight (http://store.steampowered.com/app/530930/Soulblight/)). Here’s a photo of our crew (I’m the short guy in the middle :) )
(http://media.indiedb.com/cache/images/games/1/53/52826/thumb_620x2000/21392963_1402170036503851_1671975239_o.jpg)
I got to Seattle around noon of AUG 30th and the first thing was to meet up with the rest of the crew. The airport’s Starbucks was our meeting point. After almost 15 hours in the air we really needed a cup of coffee :D Now we were ready to get to our place. I have to admit Tom who organized it really outdone himself. Just look at the view!
(http://media.indiedb.com/cache/images/games/1/53/52826/thumb_620x2000/DIz2cIoUIAAovS4.jpg)
Next day started with a visit to Valve’s headquarters organized by IGP. Each of us got a few minutes to present their game. After that we had an opportunity to speak with people responsible for running Steam Store about its current state and about store’s future. By the way there is this huge Dark Souls statue in the middle of Valve’s HQ - a real treat for a souls-fan like me :)
(http://media.indiedb.com/cache/images/games/1/53/52826/thumb_620x2000/DIk7p32UQAAYjZs.jpg)
After our visit at Valve we went to the PAX West convention center. The rest of the day was spent setting up our stands for the event. When the work was done Maciek Miąsik invited us to chill out at his place. Maciek is one of the most experienced Polish game developers. He used to work in CD-Projekt Red as head of production department during the development of witcher 1 & 2. Now he’s an indie developer (his game Beat Cop (http://store.steampowered.com/app/461950/Beat_Cop/) was released this year). We all like to refer to him as “The Pope of Polish Gamedev” as he always has a word of wisdom to share with us :) We were all really tired after all days work at the stand but how could we say “No” to an invitation from “The Pope” :) It was definitely a good decision though. The view itself was worth the trip :)
(http://media.indiedb.com/cache/images/games/1/53/52826/thumb_620x2000/DIm8g5UUQAAYE82.jpg)
On the next day it was time to start the festival. During the event our daily routine was pretty much the same. We woke up early it the morning, went to the convention center, worked at the stand and then when the day was over we ran off to some new party :) As I said not much time to check out any new games :) There was a ton of other attraction though. When else can you get a chance to chat with people from team 17 (I was raised on their games) party with guys from 11 Bit Studios or just bump into the developers of that game you’ve been waiting for (Moonlighter (http://store.steampowered.com/app/606150/Moonlighter/)).
(http://media.indiedb.com/cache/images/games/1/53/52826/thumb_620x2000/DIvYKvSUIAA_Ia1.jpg)
A really unforgettable adventure :)

Cya Around,
Kuba

P.S
During 4 days of PAX i pitched the game to more people then I can count. It was an awesome excercise and the one I really needed. I think I finaly found a way of presenting Soulbligt game idea in just few words :) Now It's time to use it while redesigning our Kickstarter campaining :)
Title: Re: Soulblight
Post by: abraksil on September 18, 2017, 03:23:25 PM
(https://media.giphy.com/media/xT9IgmY6PgQpXlugHm/giphy.gif)

This week we've been slowly going back to our routine after PAX West. To jump straight into the development we've took on the feature we've been excited to implement for a while now - Dual Wielding
Title: Re: Soulblight
Post by: abraksil on September 24, 2017, 07:55:33 PM
(http://media.indiedb.com/images/games/1/53/52826/Soulblight_DualAxeAttack02.gif)

Almost finished dual wielding this week. All what's left is fixing few minor bugs. There is one thing I'm still considering thought. Adding ability to combo the attacks like on the gif below. What do you think?
Title: Re: Soulblight
Post by: abraksil on October 02, 2017, 02:34:21 PM
(http://media.indiedb.com/images/games/1/53/52826/Soulblight_Gif_Game22.gif)

Rip their hearts out and charge in! ;)
Title: Re: Soulblight
Post by: abraksil on October 09, 2017, 02:30:44 PM
Hey Everybody!
Some of you might have noticed that our steam page has undergo some changes. Yes :) recently we've been working on increasing #Soulblight visibility on a Steam. We've added gifs, upgrading description and prepared new banner art work. If you have a moment please help us out and add some tags to our game. Just go to our store page, press "+" button and add all the key wards you think are relevant to our game :)

(http://media.indiedb.com/images/games/1/53/52826/SoulblightAddTags.png)

Here's the Steam​ page link: http://store.steampowered.com/app/530930/Soulblight/

Thank you all in advance - Your support means a lot to us
Title: Re: Soulblight
Post by: abraksil on October 12, 2017, 01:05:40 PM
(http://media.indiedb.com/cache/images/games/1/53/52826/thumb_620x2000/Soulblight_Kickstarter_LifeIn.png)

Hey Everybody!
As you know last month we’ve decided to delay our Kickstarter campaign in order to spend more time polishing it. Since then we’ve been working very hard and this time I’ve decided not to mention anything about it until we were 100% satisfied with our pitch. And now, since we are, the time has come to finally announce it - Soulblight Kickstarter campaign will go live on October 17th ( btw it just so happens that it’s just one day after my birthday ;) )

Now let's talk a bit about some of the improvements we’ve made to the campaign:

Demo
First of all to reward you for waiting we've decided to add a demo access as an additional Kickstarter reward! :) We will send out the demo keys just after the end of the campaign! So if you decide to become our backer you will be able to try out Soulblight really soon!

(http://media.indiedb.com/cache/images/games/1/53/52826/thumb_620x2000/Exclusivre_Demo.png)

New Main Message
One of the main reasons for postponing Kickstarter was the fact that our “More literal approach to RPG” pitch was a bit too abstract to get across without at least two paragraphs of text. However removing this aspect from the game to make it more “promotable” was absolutely out of the question. The only solution was finding a new way of talking about our game. The answer came to us at PAX West. While chatting with all the people visiting our stand we’ve realized that we’ve been focusing on a wrong thing in our pitch. Instead of talking about game’s mechanics we should be emphasizing what we’re actually trying to say with it.

(http://media.indiedb.com/cache/images/games/1/53/52826/thumb_620x2000/Soulblight_LeadingArt.5.png)

Probably some of you already know what I’m talking about :). The question: “Why the personalities you can acquire in the game are always negative?” was popping out quite regularly. It was natural as all the little signs were already there:
All this was already there. What was lacking were three sentences with which we could explain all that to the person that knows absolutely nothing about the game. (btw never thought writing 3 sentences can be that hard) And so here it is:

Soulblight is a dark, top-down roguelike luring you to cross the thin line between good and evil. Embrace your flaws to survive a journey through an unforgiving Sanctuary. Gluttony, Lust, Cannibalism - how far are you willing to go?

New Main Art
Another thing we’ve addressed was our main art. It wasn’t that we weren't satisfied with the one we had. On the contrary we really liked how straightforward it presented the top down perspective and at the same time shown the danger of Soulblight lurking behind the character. The thing that we considered a problem was the fact that once you scaled it down its readability dropped drastically. This unfortunately was a deal breaker as most of the time the art will be viewed in a crowded social media feed. And so we’ve decided to prepare a new one. This time focusing on the character and it’s transformation into something evil.

(http://media.indiedb.com/cache/images/games/1/53/52826/thumb_620x2000/Soulbglihg_01.png)

Social goals
To make our campaign more fun we’ve decided to gamify it a little bit and set up some social goals. Have a look at these three “vaults” we have created.

(http://media.indiedb.com/cache/images/games/1/53/52826/thumb_620x2000/Kickstarter_SocialGoals_Vault.png)

Each of the vaults contains a special piece of in-game equipment. When opened the item will be revealed and added to the final game. How to unlock them? By reaching our social goals. The number on top of the vault shows how many are needed. Here’s the complete list of our social goals:

(http://media.indiedb.com/cache/images/games/1/53/52826/thumb_620x2000/SocialGoalsGraph.png)

If you want you can already help us reaching the social goals :) Here are all the links:
That would be all for today folks :) I would like to once more thank you for all your support and patience. Especially thank you for all the words of encouragement you sent our way after we were forced to delay our Kickstarter campaign. It meant a lot to us!

Cya Around,
Kuba

P.S If you would like to help us with the announcement of the Kickstarter campaign, and you haven’t done so already, don’t forget to support our Thunderclap! (https://www.thunderclap.it/projects/59652-soulblight-live-on-kickstarter)
Title: Re: Soulblight
Post by: abraksil on October 17, 2017, 09:22:41 PM
Soulblight Live on Kickstarter

(http://media.indiedb.com/cache/images/games/1/53/52826/thumb_620x2000/Soulbglihg_Kickstarter.jpg) (https://www.kickstarter.com/projects/1752350052/soulblight)

And so it's finally October 17th. Just a moment ago I clicked the button to activate our Campaining :) Now Soulblight is Live on Kickstarter

Here's the link:
https://www.kickstarter.com/projects/1752350052/soulblight

Keep your fingers crossed everybody! :)

Cya Around,
Kuba
Title: Re: Soulblight
Post by: abraksil on October 22, 2017, 06:37:07 PM
Hey Everybody!
It's time for our first Kickstarter update. Today I would like to talk in more detail about combat in Soulblight. Before we go any further you need to know one thing about me. I’m a martial art enthusiast :) As a programmer and game designer I spend most of my days in a dark room in front of the screen :P This way of life isn’t too healthy so to balance things out I train Judo. You don't believe me? Here's a gif of me (barely) performing a throw :P
(https://media.giphy.com/media/xUPGcew6lQOWgA8FAA/giphy.gif)
The thing I love the most about fighting is the fact that what matters the most is not the strength but tactics. This is a different kind of tactics than you know from strategy game though. It’s more like thinking about the plan under the pressure of things happening right here and now. This is what I wanted for our combat mechanic to be all about. In my experience tactics in martial arts consists of the following elements:
Now let’s talk in more detail about those elements and see how they are represented in our game mechanics.

Management of Strength
You have to be careful not to use use all of your strength during the fight. If you do, you will run out of steam very fast and will be easy overwhelmed. The tactics here is about finding the right moment to catch your breath. This element of fighting has been pretty well represented in gaming through the years by the stamina mechanics. I’ve decided for it to be a base of combat in Soulblight
(https://media.giphy.com/media/3ohzdXDVa12mfzHxJu/giphy.gif)

Distance Control
Though stamina management was a relatively obvious thing the same couldn’t be said about the distance control. Video games often do away with clinch combat. This results in removing a lot of tactical depth. Suddenly everything boils down to your attack speed and power. Meanwhile in reality a double handed sword isn’t nearly as useful up close as from afar. When you engage an enemy wielding a heavy weapon he cannot keep swinging while in clinch - he needs to find a way to disengage. To represent this I’ve decided to create a grip mechanic.
(https://media.giphy.com/media/l0Iy6l2s6RzefLqHS/giphy.gif)
During combat each character is surrounded by a circle which represent its position on the battlefield. By pressing the button you can light up a front part of it and activate what we call “the grip”. When your grip touches your opponents circle the characters become engaged in clinch combat. This maneuver, besides linking the characters together, also forces them to use a secondary attack. Depending on the weapon this attack might be less or more powerful than the main one. The one who wields a more cumbersome weapon now will be forced to find a way to disengage. The easiest way to do it is by performing a special “slam” action. But be careful this maneuver burns a lot of stamina.
(https://media.giphy.com/media/3o7TKusMfQpGRx9yKI/giphy.gif)

Balance Control
Ok this part of the mechanics is explicitly linked to the martial art I’m training :). Judo is focusing on the clinch combat and can be translated as “The path of the least resistance”. The idea is that while engaged you need to move in a way to throw your enemy of balance so you can use much less strength to defeat him. How this idea is implemented in Soulblight? - you ask. When engaged you cannot move away from the enemy but you can move around him. By implementing certain level of inertia depending on how well armored your character is we’ve allowed the faster character to be able to outmaneuver the heavier foes. This way you can get on the back of the heavier opponents and gain a massive advantage. Although it isn’t easy it greatly increases your damage as well as prevents the enemy from hitting you with his attacks.
(https://media.giphy.com/media/xUPGcEEqNLJLoj30Yw/giphy.gif)
The combat in Soulblight might look a bit Hack & Slashy at first glance but the truth is button mashing won’t get you far. If you have any questions feel free to ask them in a comment section :) And don't forget to visit our kickstarter page: https://www.kickstarter.com/projects/1752350052/soulblight

Cya around,
Kuba
Title: Re: Soulblight
Post by: abraksil on October 29, 2017, 07:14:11 PM
After an update on combat it’s time for the one about sneaking. We design stealth in Soulblight to be complementary to fighting. This means that when properly used in combination with fighting it will give you a huge advantage.

(https://media.giphy.com/media/l378yq5qJPh40kEjC/giphy.gif)

Let’s start with how exactly Stealth mode works. By holding a button you enter the sneaking mode. What it does is it lowers your speed of movement making your steps silent and at the same time it enables you to see the enemies cones of vision. Now all you need to do is get behind your enemy and snap its neck.

(https://media.giphy.com/media/3ov9jJ3INPRPK6uRlC/giphy.gif)

The challenge starts when you bump into squeaking terrain like old wooden footbridge - here every step will make a noise. To mitigate that you will have to move even slower with gentle use of the analog stick.

(https://media.giphy.com/media/l1J9vcp2YJ6OBNP6U/giphy.gif)

To upgrade your sneaking capabilities you can use special equipment that increases your speed or allows you to ignore the loud terrain. There are also the Chrono Inhibitors capable of bending the time itself slowing it down for a moment when you most need it.

That would be all for today - hope you like it.

Cya Around,
Kuba
Title: Re: Soulblight
Post by: abraksil on November 05, 2017, 03:50:49 PM
What we’re often asked is:

“Why did you choose pure top-down perspective instead of for example an isometric view?”

Answer to this question is quite complex :) But here's a short take on the thought process behind our decision:

(http://media.indiedb.com/images/games/1/53/52826/Soulblight_ConceptArt02.png)

Creating a game in which you can express states of character psyche requires designing many different interactions and mechanic through which you can do it. To be able to do everything we want in isometric view we basically would have to create everything in 3D. Unfortunately this takes much more time. The level of gameplay depth we strived for would be very hard to achieve in 3D by the small team like ours. We knew it would most likely mean that we have to either simplify the game or compromise the quality of our art.

“If not isometric, then how about side-view”

The problem here was a combat mechanic we’ve chosen for Soulblight. We didn’t want for our game to be about button mashing. What we wanted is for the player to always think one step ahead while fighting. Because battlefield positioning was supposed to be a big part of tactics we felt that “Platformer” view limited a bit too much what we could do.

(http://media.indiedb.com/images/games/1/53/52826/Soulblight_ConceptArt03.1.png)

And so we’ve decided to go with a top-down view. It is the best way to present to player situation on the battlefield. On top of that top-down perspective works well with sneaking mechanic that we wanted to include in the game. This didn’t mean there were no challenges ahead. On a contrary there are reasons why this perspective isn’t a popular choice among the developers. We had a few ideas how to tackle those problems though. What were they and how we solved them? Well... this is a topic for another update :)

Cya Around,
Kuba

P.S Don't forget to visit our kickstarter page: https://www.kickstarter.com/projects/1752350052/soulblight
Title: Re: Soulblight
Post by: abraksil on November 13, 2017, 04:03:11 PM
Top-down perspective has multiple advantages. It allows to represent battlefield precisely, players can clearly see obstacles arrangement and distance from enemies. This view emphasizes tactical oriented combat and supports sneaking mechanics.
(http://media.indiedb.com/cache/images/games/1/53/52826/thumb_620x2000/Soulblight_ScreenShot11.jpg)
Despite all that, top-down is rarely used in video games. The reason is a difficulty in presenting the in-game world. There are many objects that don’t look presentable in top-down. Their geometry doesn’t allow to give us much chance to properly display them. In front view a simple wall is like a canvas on which we literally can put an intriguing painting on, but in top-down - it comes out as a line. To make things even more difficult there is also an issue with a lack of depth.
(http://media.indiedb.com/cache/images/games/1/53/52826/thumb_620x2000/Soulblight_ScreenShot03.png)
From the very beginning we were dedicated to solving those problems. We didn’t want to give up on all the benefits of top-down just because it was hard. We subconsciously started to design assets with interesting appearance in our perspective. Bridges rather than gates. Pits of pipes in place of columns. Flowery shrubs instead of walls. All of this led us to the unique art style of our game.
(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/26308370/d8a6bf5969d301a2f2e5d73e040315dd5da474fe.gif)
There still was a problem with sense of depth thought. We solved it with parallaxing effect you’ve all seen on backgrounds in platform games. Assets are constructed from multiple layers which are slightly displaced depending of the camera position. Combined together they create an illusion of convexity like on the gif below
(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/26308370/f7f869a3e1c251f4882de7f0fca2cd8a0a819c10.gif)
Hope you enjoyed our update!

Cya Around,
Kuba
Title: Re: Soulblight
Post by: abraksil on November 20, 2017, 09:15:44 PM
Today we have another extensive topic - Character’s Conditions :) Let’s just jump straight into it :)

(http://media.indiedb.com/cache/images/games/1/53/52826/thumb_620x2000/Card.png)

One of the early design challenges during the development of Soulblight was creating a context for all the action the player would have to take in order express his characters. To solve that we’ve decided to add a survival aspect to our game. We’ve done it by allowing the character to be a subject of various conditions. To avoid confusion and allow the player to easily compare buffs he receives we’ve created a special state called synergy. What it does is it represents the character’s overall well being (both physical and psychic) and greatly increases damage and resistance. To systemize the mechanics even further we’ve also divided the conditions into 4 categories:


Now the fun part starts when the different conditions start to intertwine. Let’s look at hunger example:

(http://media.indiedb.com/cache/images/games/1/53/52826/thumb_620x2000/Conditions_Graph.png)

The hunger builds up with the time you play. It starts as a small harmless debuf but can build up to enormous proportion. That’s why It is important to eat regularly especially when you have a concussion injury (it will speed up the healing process). Saving candies for later might be a good idea but their nutritional value isn’t too high. This means that a piece of candy will nullify the hunger just for a short time. It is good thing to have one of these when hunger pins you down before the boss fight. When you run out of food and you’re very hungry you might also consider eating some bad berries. They will give you a food poisoning but sometimes it is better to suffer through it then allow for the hunger to build up even more. If you bump into this dilemma often it might be worth going with Glutton taint. One of it’s secondary mechanics is food poisoning immunity.

As you can see each mechanics condition is pretty simple. Put them tougher though and a deep gameplay full of interesting choices emerges :)

Cya Around,
Kuba