Author Topic: Legacy of the Last Refuge - public alpha release #5  (Read 4231 times)

Raiel

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Legacy of the Last Refuge - public alpha release #5
« on: July 12, 2012, 06:31:28 PM »
I, my wife, and a close friend have been working on an hybrid of roguelike and party-based JRPG for quite some time. We just launched a kickstarter project to fund continued development. In an effort to demonstrate that we're capable of finishing the game once we've been funded, we've made the current build available to the public...

http://www.lastrefugegame.com/RefugeInstaller.zip

The bad news is that it's only for Windows XP/Vista/7, atm, and the installer may be lacking a required DirectX .dll -- check the readme.txt if you get such an error.

We're about 70% to 80% feature-complete, but only about 10% content-complete (thus the kickstarter project).

Current Features:

Procedurally generated environments.
Turn-based, party-of-four style combat.
Unrestricted spell/skill acquisition -- if you want your mages to go around hacking things with swords while wearing plate armor, feel free, but I'm not making any promises about effectiveness in the current build.
Permadeath -- characters that are lost must be replaced with new recruits.
Player controlled item enchantment -- there aren't any "drops" in the game yet, just a small set of weapons and armor that can be enchanted/strengthened by the player.
Class Progression -- 8 classes are available at the start, but retiring experienced characters of the appropriate classes will open up additional, more powerful classes. (48 in total.)


This isn't a request for funding, so much as a request for feedback. Since we're making the alpha available publicly, I figured I might as well ask, "Does such a project hold interest for this community?"
« Last Edit: August 10, 2012, 07:08:54 PM by getter77 »

getter77

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Re: Legacy of the Last Refuge - public alpha release
« Reply #1 on: July 12, 2012, 09:29:21 PM »
Certainly---marrying elements across disciplines is a fine endeavor and it looks like you folks have accomplished quite a good amount both plain to the naked eye and otherwise.   If anything, I find it incredibly amusing that, if all works as I hope it might, you'll have effectively beaten Chunsoft to the punch despite them having a number of years head start on you lot.   :P

Definitely try to keep that Alpha updated and as spiffy as possible until you wind it  down for the closed Beta though.

Also, don't forget to get yourselves added and nicely integrated into here such that you can be deservedly counted among the rest:

http://roguebasin.roguelikedevelopment.org/index.php?title=Main_Page
« Last Edit: July 12, 2012, 09:35:56 PM by getter77 »
Brian Emre Jeffears
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jim

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Re: Legacy of the Last Refuge - public alpha release
« Reply #2 on: July 20, 2012, 07:46:47 PM »
Can you tell us a little about the game? I dig certain JRPG's (The shin megami tensei series in particular) - what is your game like?

getter77

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Re: Legacy of the Last Refuge - public alpha release #2
« Reply #3 on: July 21, 2012, 08:28:30 PM »
Alpha Release #2

Quote
-V.12.07.20--

Bug Fix:
-- Retiring characters' gear is returned to the party inventory instead of being lost forever

New Features:
-- Added Charms as rewards in the Barrier
-- Added Smithy to allow gear to be customized with Charms

The Smithy allows you to use Charms found within the Barrier to customize items according to your whim. For a price, of course.

We've had reports of a bug preventing games from being saved on some systems and we're working on solving it. Please, keep those bug reports and suggestions coming!

Screens showcasing some of the new aspects are also up on the updates section of the Kickstarter.
Brian Emre Jeffears
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Raiel

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Re: Legacy of the Last Refuge - public alpha release #2
« Reply #4 on: July 22, 2012, 02:39:30 PM »
Thanks, getter77, for the update! I really hadn't forgotten about this, it's just a bit of a juggling act to keep up on both code and publicity.

As to what the game is like, here's a quick summary:

The player's party may consist of any combination of the 8 starting classes. Each class has varying base attributes and a set rate of increase for each of those attributes (these attributes' values will determine the expense of training the character in particular skills). Classes impose no other restrictions on equipment use or skill acquisition.

The player is based in the Last Refuge of his people. There are 4 gates from the Refuge to the Barrier - a foe-infested dimension represented by procedurally generated dungeon levels. The player's party may enter the Barrier through each gate only once. When the party is wiped out within the Barrier or has entered the Barrier through each of the 4 gates (and subsequently retires), the player will create a new party from the classes previously available and any new classes that have become available.

The nature of the Barrier is such that any life force (Vis) lost within it is stored in a (nexus-like) pocket dimension. This pocket dimension is called the Last Refuge by those it harbors -- the remnants of the player's people.

The Vis-absorbing properties of the Refuge have attracted the attention of a being of immense power. It is coming. If it is not repelled, it will consume all Vis within the Refuge - that of the lost and the living. The objective of this game is to prepare for (and hopefully claim victory in) the final conflict between the player's party and this being.

----

I don't believe I've linked the Kickstarter project (or I did and it was edited out, in which case please forgive me!), but you can find it here:

http://www.kickstarter.com/projects/2142391904/legacy-of-the-last-refuge-revenge-of-the-old-schoo

getter77

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Re: Legacy of the Last Refuge - public alpha release #3
« Reply #5 on: July 30, 2012, 07:11:47 PM »
Alpha Release #3

Quote
--v.12.07.27--

Bug Fixes:
-- Equipping a 2H weapon on top of an equipped 2H weapon puts 2 of the former weapon back in the inventory instead of 1 - Fixed
-- During combat, self-targeting spells trigger the "select a target" message - Fixed

New Features:
-- Added usable (restorative and party buff) items
-- Added Apothecary for acquisition of usable items

This update brings another feature to the Last Refuge... an Apothecary, where a small assortment of potions are on offer to your intrepid adventurers.
Brian Emre Jeffears
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getter77

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Re: Legacy of the Last Refuge - public alpha release #4
« Reply #6 on: August 04, 2012, 12:53:12 PM »
Alpha release #4

Quote
A few of the features we've added since the project's start have introduced some bugs that have made it past my amazingly thorough testing. Really. That happened. Can you believe it? Just in case it's as difficult for you to accept as it was for me, here's a summary of the most recent changes...

--v.12.08.01--

Bug Fixes:
-- Retiring characters clones the entire party's equipped items even if you don't retire the entire party. - Fixed
-- Replacing a retired character with one of the same name and class transfers the retired character's gate bans to the new character. - Fixed
-- Potions and Charms are no longer elligible for enchanting.
-- Rare CTD during combat found and fixed.
Brian Emre Jeffears
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getter77

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Re: Legacy of the Last Refuge - public alpha release #5
« Reply #7 on: August 10, 2012, 07:10:34 PM »
Alpha release #5

Quote
In this build we've introduced behavior for 3 new types of Techniques. These new behaviors are:

Guard -- Allows a character to intercept all attacks aimed at the target of his "Guard" order.

Intercept -- Allows a character to intercept any attack from a specific enemy target.

Interrupt -- Allows a character to prevent the action of a specific enemy target.

(These behaviours are resolved in the order shown above.)

I've thrown in a placeholder technique for each of the new behaviors. I've made almost no attempt to maintain game balance -- that will come, but a great deal more testing needs to be done. Frankly, it's very likely that there are bugs I missed when testing these techniques. If you find any, please let me know!

With this release, our (minimum) feature set is nearly complete. I still need to implement the logic and GUI to enable multi-target Techniques. Once that's done, the focus of development will shift toward polishing the UI and creating new content.

Also some screenshots of the ongoing work at map pattern wrangling.
Brian Emre Jeffears
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