Author Topic: Red Obsidian Remnant (now at Early Access v0.5.7.2) $  (Read 4331 times)

getter77

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Red Obsidian Remnant (now at Early Access v0.5.7.2) $
« on: June 15, 2017, 10:59:38 PM »
http://store.steampowered.com/app/610960/__Red_Obsidian_Remnant/  $8.99/Win

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This massage is about game's stauts. Please read this massage carefully, before you purchase the game.
Right now the Red Obsidian Remnant is only a semi-finished game. We are collecting the players' feedback and advise by this EA tasting, to build the game better. In the future update, not only incress more gears, items, monsters, events and so on, but also may optimise the stage and resource system (this may causes players' dislike, so we are still thinking carefully). Even we spend all the time of last one and half years on development, but we were really short of hands (there's only 3 people, me and my borther on program, and another music producer). In a word, the ROR has not been completed yet, hopefully we can work together to perfect this game.

Thank you.
Game System Introduction

    ★ A Roguelike gameplay and action system combined dungeon game.
    ★ Up to three weapons—used alternately in the battle, forming intricate attacks.
    ★ Props with many varying results to enrich your decisions in adventure as well as your outfits.
    ★ Monster differentiation system—the same monster may be affected by various differentiation elements, becoming tough to deal with.
    ★ With similar event mechanism like TPRG, all kinds events contain a certain choice and randomness.


What are the creative motive, game plot and game mechanism of the Red Obsidian Remnant? Which games do you use for reference in the process of designing?
As our first independent game, we choose the Roguelike dungeon type, because it is relatively well controlled. All the game experience is concentrated in a single hour of the game time, so that we can be more focused to make it rich and harmonious. Faced with the emerging of more and more roguelike dungeon games, what we can think of is to combine our game with ACT in order to make a difference. We hope the finally added plot can make the game more complete though the story is not the main part of the game.

Speaking of reference, we’ve seen a lot of good works and I think that encourages us to make our own. So, you may feel intimacy while playing the game. Since we all have been more or less influenced by Falcom, I think our game style is somewhat similar to that. In the aspect of Roguelike elements, we borrow a lot from The Binding of Isaac. I am an old player of the retro arcade games. I played a lot of SNK’s classical fighting games and the Last Blade is my favorite. I like to play on the arcade fighting platform occasionally, to recall the past.

What elements of the Red Obsidian Remnant do you think are interesting and innovative? In your opinion, what’s the core of the dungeon exploration roguelike game?
It’s our first time to make a Roguelike game, but we played a lot and we learn from others. The Roguelike game is the concentration of the long-term RPG, in which players have to experience a time to develop, and to develop changing routines in order to maintain freshness in each play.
The Red Obsidian Remnant is an action game and its fighting routine changes reflect more in moves. Besides, the equipment in the Red Obsidian Remnant is the key to influencing the development of the role. So we let the roles carry more weapons. The moves of each weapon can be used alternately and the combination of different weapons can directly form a fighting style. This can be counted as a solution, which just solved problems in the design. I think rules are born under various restrictions.

What are the characteristics of the monster system in the game? How to keep the balance of the monster system and the difficulty of the game?
As the action game, its basic part is to design monsters with different moves, based on which we add monster differentiation system. The differentiated monster will be attached around with spinning balls and each kind of the balls carries various effects, which may cause the monster explode or parasitize, split after death. You can simply do the math. Besides, there exist no monsters with pure armors since the armor will lead to the invalidity of the ACT basic system after the attack, and the failure to attack consistently, which will make you feel suck. Therefore, the characteristic of armors here is only adopted as part of the monster’s moves.
As for the difficulty and the relationships among monsters, we will enhance the AI initiative of the monsters, times of differentiation and the probability of the emergence of dangerous houses in the high difficulty mode. The premise is to maintain the basic value of monsters.

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Why Early Access?
“Actually, the game currently can be only treated as a semi-finished product. We hope that more players can keep their eyes on the following development of the game so that we can get more experience feedback, from which we can gradually build and improve the content of the game.”
Approximately how long will this game be in Early Access?
“It is expected to last at least six months. Although we’ve opened Early Access, that version can only be considered as a semi-finished product since the game content is far from enough.”
How is the full version planned to differ from the Early Access version?
“1 Optimize the room layout and gradually add more traps, destructible items etc. to form a different terrain.
2 Improve the misfortune talent and classify the monsters to different layers.
3 Add more equipment, props, monsters, events, new weapons type and etc.
4 Open the 5th floor and add new branches, achievements, ranking and etc.
5 Probably open the total Soul Point System used for all kinds of events, such as unlocking new avatar or open Pandora box.
6 Probably open the Skill Book System used for learning skills and mastering new moves in the remnant.
7 For the full version, the online adventure and PVP mode will be opened if everything goes well.”
What is the current state of the Early Access version?
“1 Currently, the randomness of the game is not that obvious due to the limit of terrain maps, monster types, the number of weapons props, skills and the number of bosses, as well as the number of events. With the update, new quantitative content will be added one by one.

2 The main difficulty of the game reflects in the enhancement of the monster AI, blood, damage and quantity. We will add various types of the terrain traps for the room to increase the diversity of combat.

3 For the Early Access Version, we’ll firstly make sure it stable by doing internal test before the release. But, if you encounter any bug or problems, please let us know by writing comments through our community or QQ group.”
Will the game be priced differently during and after Early Access?
“The price in the period of Early Access won’t change. But after the official version is launched, that is, when more new contents are added, the price will be slightly raised.”
How are you planning on involving the Community in your development process?
“We hope more players to write down their suggestions while evaluating, or discuss with other players about our game in the community, from which we hope to know more suggestions and ideas about the game so as to improve our content in a better way.”


Look beyond the above, and ingame, Engrish---it is getting steadily sorted ingame and otherwise....and the game itself is forging QUITE a nice path forward and at a good and furious pace of aggressive updating lately and to come.   It has a certain something that is beyond the norm...   8)
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training