abraksil
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
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abraksil
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
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Post by abraksil on Mar 26, 2018 15:27:37 GMT
Hey Everybody Before we move on to this week's topic Let's tackle the official part first - New Soulblight update has just went live Here's the change log: - New Language Support: French
- New Language Support: Italian
- Stamina Cost of Block lowered (We want for it to be more useful for heavy armored characters)
- Pad control schemes with inverse block and dash buttons added
- Every locked chest will now contain at least one item
- Slight re-balance of Dr. Morikay Boss fight. (More info here: steamcommunity.com/app/530930/discussions/0/2650805212060856683/)
- Other minor bug fixes
Ok so now let's move to the topic at hand - What's next for Soulblight
Although the game has already been released we'd like to continue improving it on weekly basis. I've sat down this week and wrote up a roadmap. I decided it would be best to keep you guys up to date so here's the plan for 3 upcoming weeks: - Taint Room progression
- Leaderboards
- Two additional taints
If you guys have any ideas on what you'd like to see added to the game feel free to post them on our subreedit - r/MyNextGames Cya Around Kuba P.S And of course dev vlog for this week And here's combat mechanics discussion thread I mentioned: steamcommunity.com/app/530930/discussions/0/1697168437869857476/
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abraksil
N2
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
Posts: 114 Likes: 37
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abraksil
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
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Post by abraksil on Mar 20, 2018 16:07:28 GMT
Hello Everybody Hope you didn't think that I will stop posting after the launch Although the game is released we're still putting some extra effort into it. If you haven't noticed Sunday night there was an update. Here's a short change log: - Slightly decreased shop prices
- The Dead pixel issue in the middle of the screen fixed
- The info about game progress and best run time added to the save slot
- Minor fix in the Sound pipeline (hope this was the thing causing sound staggering. I can't be 100% sure as I wasn't able to reproduce it )
- Slight Taint power adjustment for the purposes of balance
- Other minor bug fixes
Also for thous of you who has been following us since the kickstarter. You might remember this stretch goal: Forgot to mention It earlier but although we didn't reach this stretch goal we decided we can't imagine our game without it - the game has two endings Cya Around Kuba P.S For thous who follow my weekly dev vlog here's the missing one form the last week (I recorded it but didn't have time to post it) And here's another one I recorded yesterday
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abraksil
N2
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
Posts: 114 Likes: 37
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abraksil
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
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Post by abraksil on Mar 15, 2018 22:17:00 GMT
Hi Everybody So we're finally here - Just a moment ago Soulblight when live on Steam. store.steampowered.com/app/530930/Soulblight/As you might know Soulblight is a personal project for us. For this special day I asked our story designer Jurek to tell you about it: ========================================= Hi, Jurek here Today I wanted to tell you about a week when I got really annoyed with Kuba - Soulblight's designer, programmer and generally the heart and soul of the project. With our release date approaching Kuba wanted me to write something personal about our game and about what we wanted to say with it. I wasn't really happy with the idea, for two reasons. Firstly, everything I wanted to say with Soulblight I already said in the game using all the tools we had to convey it. I feel that retelling it here would spoil it for those who are actually going to play the game. And secondly, I don't think it's ever a good idea to interpret any piece of art form for someone else. That's something that has to come to every single person individually. But Kuba insisted. We argued a little bit about it, I tried to explain that I don't know anything about marketing, and of course as a writer I had to throw in "I'm not a salesman" somewhere into the discussion. But it still didn't change his mind. So I sat down and tried writing knowing that I will fail so that I could show him the results and say "See, I told you so!" I tried approaching it from many different perspectives. I started by explaining why we wanted to make a difficult game. The obvious reason being that those are the games that we ourselves enjoy. We like the challenge whether it be a From Software production or something conjured by the likes of Bennett Foddy. I would also slip in something about how what we wanted to say would not work had the game been easy. But I wasn't quite happy with the result so I tried another approach I started writing about what kind of a gamer is a rogue-like player? Someone who is willing to lose all the in-game progress with every attempt and what does that say about them and their determination? Then I started to wonder what would happen if they were presented with another way? A short cut. Would they take it? What if we tempted them enough? Then I touched a little bit on morality systems in video games and how we wanted to incorporate them in Soulblight. But again it seemed that with every word I wrote I got further away from what's my personal take on this game. So I wrote about how the idea of Soulblight came to be. I explained how Kuba surprised me when he told me about wanting to make a story-driven rogue-lite. I didn't expect that since it's not typical of a game of that genre. But I didn't feel that it was good enough either. I told Kuba that I don't know what else to do, but he annoyingly (to me at that time) said "keep trying and remember keep it personal". I felt hopeless and angry. I needed some way of venting my frustrations. So instead of writing I, naturally, started to procrastinate. After a while I decided to pick up a controller and play our game, you know to "look for inspiration". It successfully managed to distract me from what I was really supposed to do. So I played and I died a couple of times, as I usually do. But I didn't quit, knowing what's waiting for me as soon as I'm done. With each play through I got a little bit further. After a couple of hours of playing something unthinkable happened. I managed to beat that one boss that I always lose to. I couldn't believe it. I had to adjust myself in my seat as I continued to play. I got a little further then I beat another level and then another boss. That's when my palms started to sweat as I knew I was getting closer and closer to the end. Then another boss fell. Despite the fact that I knew exactly what would happen next I got nervous and a thought came to my mind "Oh my God, I'm going to do it! I'm going to beat this game!". After an evening of avoiding responsibilities I did it, for the first time since the beginning of the production process I managed to beat our game from beginning to end. As a game creator you hope to invoke partilucar feelings in people playing your game. But because you yourself designed it, wrote it and seen it numerous times you can't know for sure if you achieved that effect. So the only thing you can do is to hope that it's there and that the players will know what you meant. And when I finally beat the game, despite hundreads of hours of testing I have a feeling that maybe they will. That's when I thought "Maybe that's something worth telling people about?".That's all I wanted to say. Sorry it took this long to say it, but if I was to shorten this whole thing to a single line, I don't think it would do us any good - "Soulblight - it's more fun than writing a paper". Lastly, if you got through this whole text, I applaud you. That's a good indicator that you don't give up easily, so maybe, just maybe you're the person we're speaking to. That's it from me. I really hope you'll enjoy our game. Jurek *Before writing this I didn't realize that I'm this childish.
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abraksil
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
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abraksil
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Post by abraksil on Mar 14, 2018 10:19:01 GMT
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abraksil
N2
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
Posts: 114 Likes: 37
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abraksil
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
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Post by abraksil on Mar 7, 2018 23:44:19 GMT
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abraksil
N2
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
Posts: 114 Likes: 37
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Post by abraksil on Mar 4, 2018 15:25:11 GMT
Hello everybody As you know for last couple of weeks we've been running Beta tests for Soulblight. This week we finally warped them up. It's time to summarize it We run two rounds of test in which participated almost 500 people! We’re still going through the feedback but we’re quite satisfied as a lot of people really enjoyed what we’ve prepared The thing with which we were pleasantly surprised was the replayability. Although the beta test build included only one short level, most of people spend on it way over 1.5h that we anticipated to be the average. But not all our predictions were so much of the point. Testers found the game to be quite challenging (exactly how we wanted it to be:) ) Although the feedback we’ve received was very positive it also helped us pinpoint few elements worth improving. To give more exposure to our characters in the camp we’ve decided to redesign the way we present the dialogues: And to allow players to customize the controls we’ve added the control schemes. You can now select the one you like from 2 gamepad schemes and 6 keyboard schemes (2 of which support the mouse) “Ok, so what's next?” - you ask. Well... with beta tests behind us we start to sail toward the release... but more on that soon Meanwhile, Cya around Kuba P.S And here's the dev vlog for this week
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abraksil
N2
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
Posts: 114 Likes: 37
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abraksil
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
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Post by abraksil on Feb 26, 2018 19:59:05 GMT
This week we've been experimenting with a new way of presenting dialogs. We’ve decided to go with this: And if you’d like to know in more details what we’ve been doing her’s my weekly vlog update
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abraksil
N2
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
Posts: 114 Likes: 37
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Post by abraksil on Feb 19, 2018 23:38:00 GMT
It's almost a tradition by now for me to peeper a gif for our weekly update Today I have one showing a Pyrope Beast warping on top of me when I enter new level. And if you'd like to know what we've been up to this week here's the vlog entry
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abraksil
N2
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
Posts: 114 Likes: 37
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Post by abraksil on Feb 12, 2018 18:26:23 GMT
Before we go into the the main subject of the udate here's the gif for this week We call thous guys Lost Souls they are the adventurers like you who've lost they're mind in the search of Soulblight. So yee this week was the first week of our beta tests:) First of all we had a quick fix update focusing on frame rate issues. If you've been experiencing frame rate spikes and slow downs you might want to update your testing version via steam. Another thing is the keyboard controls. Some of you who played the game on keyboard mentioned the need of improving controls. I've decided it would be a good idea to have a broader open discussion on that topic with you all. If you have any suggestions on how to improve keyboard controls and would like to take part in the discussion here's the subreddit thread for that: www.reddit.com/r/MyNextGames/comments/7x15r9/soulblight_keyboard_controls_discussion/ That would be all for this week. Cya Around, Kuba P.S This week vlog will be a little late - I have some camera problems :/
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abraksil
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
Posts: 114 Likes: 37
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Post by abraksil on Feb 6, 2018 21:57:11 GMT
Hey Everybody! For all of you who haven't noticed. We've launched our first round of beta tests yesterday. Don't worry if you've missed sign ups you can still apply for the next round here: docs.google.com/forms/d/e/1FAIpQLSdFNtX3nbWAx5fnHEnrDNpqZWtdraJLKhQAriCAcjDlM9ybkw/viewform?usp=sf_linkFor thous of you who got the access to the game earlier Beta Tests also means a content update. Now let's go through some of the main changes: - Now when your character get's wounded it emits a pulse that pushes away all the enemies.
- You no longer toggle the grip on and off with Y button. You now need to hold LT to have it active.
- Damage in grip dealt by the main character increased.
- New weapon type - daggers
- You can now use sword as w thrusting weapon by equipping it to the left hand
- Intro Update. It isn't finished yet as it still lacks the music but it already has a profession voice over.
- Menu overall including addition of option screen an credit screen
And of course here's this week's dev-vlog update. Am a bit tired in it as we've been crunching a bit to launch beta tests yesterday Cya around, Kuba
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abraksil
N2
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
Posts: 114 Likes: 37
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abraksil
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
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Post by abraksil on Jan 30, 2018 22:55:00 GMT
Besides the bosses Pyropes are the most powerful enemies you will have to face on your way to the Soul Tree And here's vLog entry for this week. Slightly longer then usually as I went in on some design decision details Hope You like it
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abraksil
N2
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
Posts: 114 Likes: 37
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Post by abraksil on Jan 23, 2018 13:11:16 GMT
This week's vlog update is a bit late as we're launching Beta Test sign ups today! If you don't have a Demo key and would like to help us you can sign up here: goo.gl/forms/LUc8gZ8EOSCMQcS62And what we've been doing this week? As you can see we've been focusing on Menu. Yee yeee I know it is not the most exciting game element but someone smart once told me: “Game’s title screen is like a first sentence of a book. It’s not a reason anyone reaches for it but it’s vital for drawing people in”To be honest I’m not sure how true it is I personally am a slow reader and so books are not the medium I’m very comfortable with. But I’ve always been a fan of atmospheric game title screens And of course here's vLog Update for this week
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abraksil
N2
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
Posts: 114 Likes: 37
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Post by abraksil on Jan 14, 2018 20:44:27 GMT
So This week we've been focusing on music and sound effects. Here's a sample:
And if you'd like to learn more here's our weekly Soulblight dev vlog update:
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abraksil
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
Posts: 114 Likes: 37
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Post by abraksil on Jan 7, 2018 20:06:03 GMT
This week I'd like to show you few more automaton you will have to face while playing Soulblight And here's this weeks dev blog update
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abraksil
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
Posts: 114 Likes: 37
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Post by abraksil on Dec 29, 2017 23:13:55 GMT
For this week update I decided to do something new - a video dev blog Hope you like it
Cya around and Have a happy new year!
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abraksil
N2
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
Posts: 114 Likes: 37
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Post by abraksil on Dec 23, 2017 13:26:46 GMT
Hello and Merry Christmas So the holiday season is almost here. The decorations seems to be everywhere. A little christmas tree even found its way to my basement-office With the festive season on the horizon we’ve been working very intensely for a last couple of weeks. As you know - we’ve been founded on the kickstarter last month. To once more show our gratitude we wanted to prepare a small christmas present for all of you And so we’ve taken on the task of closing Soulblight Beta before the holidays. Today I’m very happy to tell you - we’ve made it So what does it mean that we’ve reach Beta. First of all, the backers that chose to support us with Early Seeker Kickstarter Tier or high will be receiving an access to the beta build (I will send out the keys in the moment). Besides that our demo build has received a significant update (It should update automatically via steam) And here’s the demo change log: - Access to the new camp location where you can talk to NPCs and prepare for the journey ahead
- Dual wielding mechanics
- Small improvements to the tutorial
- Rebalance of the taints available in the demo
- The pyraps can now spawn on the top of you when you enter a new platform
- Chrono Inhibitor power will now slowly regenerate over time
- Grip now works more as a tool that you can use against your enemies than obstacle you have to overcome
- The mobility state now increases your parry window
- The combat actions do not scale down when you don’t have enough stamina to perform them
- New spiked boots that you can find and use
- Now you can change targeted enemy with a right analog stick
If you’d like to share your thoughts with us on Soulblight - we’re gathering feedback on our subreddit r/MyNextGamesMeanwhile Take care of yourself, have a Merry Christmas and a Happy New Year! Cya around, Kuba
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abraksil
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
Posts: 114 Likes: 37
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Post by abraksil on Dec 16, 2017 19:11:26 GMT
This week we've finished putting together the camp. After playing Soulblight demo many of you mentioned the need of trying out different weapons without warring about getting killed. This is why we've decided that our camp will also include a training dummy.
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abraksil
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
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Post by abraksil on Dec 11, 2017 21:51:02 GMT
This week we've finalized punch cards mechanic. If you find one of thous little plastic plates during your journey bring it back to Quora the Scholar. She will decode them and let you read their content on the camp's floor screen. This way you will uncover Sanctuary's long forgotten secrets. The more you know the more powerful Prying Taint becomes.
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abraksil
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
Posts: 114 Likes: 37
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Post by abraksil on Dec 3, 2017 15:44:18 GMT
With the kickstarter campaigning behind us this week we ware able to focus on development again. We've decided to start with adding some new enemies to the game Also Indie DB has launch it's annual Indie of the year contest this week. if you have a moment drop by our page there and give us a vote: www.indiedb.com/games/soulblight
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
Posts: 114 Likes: 37
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Post by abraksil on Nov 27, 2017 16:06:31 GMT
So our kickstarter Camping concluded yesterday. It was a close call and It went through just like 40h before the end. Thank you very match for all your support! I already started generating the demo Keys for the backers and will be sending them out as soon as they are ready Also as I mentioned before this Saturday me and RC and OP were running this stream of freshly baked Soulblight build. In case you missed it here's a chunk of it
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abraksil
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
Posts: 114 Likes: 37
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Post by abraksil on Nov 23, 2017 21:55:33 GMT
As you know our Kickstarter campaign will be ending this week. As the final gets closer I would like to invite you all to join me on the stream this Saturday. I will be showing freshly baked build of Soulblight and talking with Robert from RCandOP about how we designed the game. If you’d like to chat with us and check out how the game plays right now join us on twitch this Saturday at 23:00 CET
Cya Around, Kuba
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abraksil
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
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Post by abraksil on Nov 20, 2017 21:16:42 GMT
Today we have another extensive topic - Character’s Conditions Let’s just jump straight into it 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: - Positive Conditions - Simple buffs meant to make you stronger by temporarily increasing the synergy. Example: Rage
- Negative Conditions -Simple debuffs that won’t kill you but make you weaker by decreasing your synergy. Example: Hunger
- Injuries - Serious wounds. With every one of these you get closer and closer to death. You can sustain up to 4 Injuries at the same time. Example: Bleeding wound
- Taints - The personality traits you acquire during your journey besides giving you a passive synergy buff also unlock a new mechanics. Example: Greed
Now the fun part starts when the different conditions start to intertwine. Let’s look at hunger example: 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
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Post by abraksil on Nov 13, 2017 16:03:43 GMT
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. 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. 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. 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 Hope you enjoyed our update! Cya Around, Kuba
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abraksil
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
Posts: 114 Likes: 37
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abraksil
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
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Post by abraksil on Nov 5, 2017 15:51:16 GMT
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: 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. 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:
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abraksil
N2
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
Posts: 114 Likes: 37
inherit
2567
0
37
abraksil
114
January 2017
abraksil
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
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Post by abraksil on Oct 29, 2017 19:15:59 GMT
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. 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. 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. 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. Cyua Around, Kuba
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