Author Topic: Soulblight  (Read 117572 times)

abraksil

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Re: Soulblight
« Reply #30 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 :)

« Last Edit: February 16, 2017, 07:52:42 PM by abraksil »

abraksil

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Re: Soulblight
« Reply #31 on: February 20, 2017, 04:24:30 PM »
Choose wisely! The path you take will shape who you will become...


abraksil

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Re: Soulblight
« Reply #32 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


abraksil

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Re: Soulblight
« Reply #33 on: March 06, 2017, 10:34:31 PM »
Loot Sneak and Fight! All to survive your quest for Soulblight


abraksil

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Re: Soulblight
« Reply #34 on: March 13, 2017, 10:50:18 AM »

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.

abraksil

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Re: Soulblight
« Reply #35 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!


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 :)
« Last Edit: March 20, 2017, 05:35:09 PM by abraksil »

abraksil

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Re: Soulblight
« Reply #36 on: March 27, 2017, 04:57:39 PM »


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...
« Last Edit: March 27, 2017, 05:29:16 PM by abraksil »

abraksil

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Re: Soulblight
« Reply #37 on: April 03, 2017, 04:10:11 PM »
Soulblight Alpha Tests - Want to help us?


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.


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.


abraksil

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Re: Soulblight
« Reply #38 on: April 10, 2017, 07:39:54 PM »

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.

abraksil

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Re: Soulblight
« Reply #39 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
« Last Edit: April 17, 2017, 05:26:21 PM by abraksil »

Tzan

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Re: Soulblight
« Reply #40 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.

abraksil

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Re: Soulblight
« Reply #41 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
« Last Edit: April 17, 2017, 07:44:47 PM by abraksil »

abraksil

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Re: Soulblight
« Reply #42 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

abraksil

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Re: Soulblight
« Reply #43 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

abraksil

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Re: Soulblight
« Reply #44 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