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Messages - abraksil

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1
Early Dev / Re: Soulblight
« 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


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.


2
Early Dev / Re: Soulblight
« 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:



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 :)

3
Early Dev / Re: Soulblight
« 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:
  • I like how we ware able to build the feeling of space and convexity in top down perspective. When I started making the game every artist I meet told me not to do the top down view because the game will look flat
  • I like that the combat requires tactical thinking. You have to take into account your stamina your position on the battlefield the weaknesses of your opponents. And the fact it's not turn based add a lot of tension to all of that
  • I like that every boss in the game is different and you need to find a new way to win with each of them
  • I like that if you want you can sneak around and take out the enemies form behind
  • I like that you can get wounded in different ways. Sometimes your bleeding and need to stop it with the bandages. Othere time you need to sew the wound up with a stitching kit. Using low quality items may make the things worse but sometimes it might be wrath the risk

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.

4
Early Dev / Re: Soulblight
« 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?

5
Early Dev / Re: Soulblight
« 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...



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 :)



We've come a long way with our project since its beginning :) don't you think?

6
Early Dev / Re: Soulblight
« on: June 10, 2017, 03:07:21 PM »


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 :)

7
Early Dev / Re: Soulblight
« on: June 04, 2017, 03:44:35 PM »


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.

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Early Dev / Re: Soulblight
« on: May 29, 2017, 08:12:31 PM »


We've recently started designing NPCs you will be able to meet in Soulblight :)

9
Early Dev / Re: Soulblight
« on: May 24, 2017, 03:25:54 PM »

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 :)


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


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


convention main hall looked quite impressive as well :)


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 :)

10
Early Dev / Re: Soulblight
« on: May 14, 2017, 03:39:52 PM »


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

11
Early Dev / Re: Soulblight
« on: May 07, 2017, 07:45:10 PM »


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

12
Early Dev / Re: Soulblight
« on: May 02, 2017, 09:06:48 PM »


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

13
Early Dev / Re: Soulblight
« on: April 24, 2017, 11:41:09 AM »

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

14
Early Dev / Re: Soulblight
« 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

15
Early Dev / Re: Soulblight
« on: April 17, 2017, 05:22:19 PM »

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

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