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Post by abraksil on Jan 8, 2017 13:05:21 GMT
Hi My name is Kuba. I'm an indie developer. I recently discovered your awesome community and thought people here might like what I'm doing . I was thinking I could set up a small dev here so I can post some stuff about my game once a week. So here it goes - Hope you will
Let's start with some basic information about my game: It all began with a single drop. Form it two primal forces emerged. Forces of life and death. They fought one another in a futile effort to renounce their allegiance, only to realize that to exist separately is against their nature. From that communion the Soul Tree was born and with it the world as we know it. Soulblight is a dark, top-down roguelike luring you to cross the thin line between good and evil. Instead of XP grinding, it introduces a Tainting Mechanics. While traveling through the shattered reality of the Sanctuary, you will receive personality traits based on your choices. These will be the main source of your strength. To harness them, you will have to act accordingly. Becoming an alcoholic means that you will be rewarded for getting drunk, but from that point being sober might prove to be unbearable.
Features:- A unique Taint System designed to encourage role playing.
- Tons of weapons, armor, and utility items.
- Dynamic and tactical combat build around stamina management and distance control.
- Optional stealth approach that complements fighting.
- Randomly generated, visually breathtaking levels.
- High difficulty level emphasized by permadeath mechanics.
- Gameplay-driven narrative.
Soulblight Live on Steam!
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.
Links:Soulblight on Steam: store.steampowered.com/app/530930Website: www.mynextgames.com/Facebook: www.facebook.com/MyNextGamesTwitter: twitter.com/MyNextGamesTumbler: mynextgames.tumblr.com/Google+: plus.google.com/u/3/+Mynextgames
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abraksil
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Post by abraksil on Jan 16, 2017 14:01:23 GMT
It's time for my first update here. I think the best way to start would be by explaining what is the idea behind my game and why I'm doing it. Video game RPGs are in the strange place right now In my opinion. These days every game with leveling mechanic calls itself RPG. We play those games traveling through awesome worlds maxing out our stats and grinding XP on every opportunity. Over the years though it became more mundane than enchanting. I look with nostalgia at my pen and paper RPGs memories. Back then gaining XP was only part of the fun, becoming our characters was the rest of it. Sometimes role playing stood in a way of solving the quest at hand, but we connected with our characters and they felt more alive that way. Video games are different. We cannot expect players to avoid fighting giant spiders just because their character has arachnophobia. That way they will lose precious loot and XP. They know the game will penalize them for that by becoming more difficult. If we want players to actually role-play the game need to encourage them to express this kind of things. Only Best RPG games menage do it with dialog options and branching story lines. To make it all believable the game need's to have tremendous amount of content. Every single outcome needs to be thought out and scripted. When me and my friends started Soulblight we simple knew there was no way that we can pule it off. We ware simple too few to do it. We started to look for a different, new ways to allow players to express they're characters. And this is how our Taint System came to be. How exactly dose it work you ask? I’ll describe it in my next update
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Post by Deleted on Jan 16, 2017 19:17:54 GMT
Yeah. Even as someone who's never touched a D&D tabletop, a game that hones more toward roleplaying roots sounds dandy. Classical leveling systems are fine, but since it's been done to death at this point, how we develop, grow, and play a role in said game still has a lot of room for exploration. There's a lengthier gameplay preview here, the trailer didn't tell me a great deal. I do like the atmosphere, plays off the darker lighting and contrasts it with luminous reds & greens. Don't know how I feel about the combat. Too hard to tell without trying myself, but I'm not quite sold yet. Noticed Block/Slam abilities, so at least it goes somewhat beyond the old slash and run? So, the "Cautiously Optimistic" category for me. Wouldn't mind seeing interesting uses of the randomized level assets beyond looking spooky, and a little more on what makes the melee worth the while. Keep pushing the game towards greatness, and you may have something special here. When in doubt, remember the words from my old friend Coco: "In order to be irreplaceable, one must always be different." Sounds like something from a facebook post, but it's true.
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abraksil
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Post by abraksil on Jan 16, 2017 23:30:20 GMT
Hey dominus thanks for encouragement and sharing your thoughts. we will keep working and making our game better and better. Meanwhile I invite you to drop by this thread from time to time. I'll be sharing more info on combat system soon aaaa and by the way the vid you found is couple months old. We already improved on many aspects of our game since then The combat was on of thous things
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Post by Deleted on Jan 18, 2017 8:16:37 GMT
Looks interesting. Will follow it on Steam, and look forward to more updates.
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Post by abraksil on Jan 23, 2017 15:02:01 GMT
So a week has passed and It’s time to shed more light on the enigmatic Taint System I wrote about in a previous post . Basically the main goal is to integrate actual role playing into character progression. Before entering each level of the Sanctuary you get to choose a taint that represent a certain personality trait. Each taint unlocks a new way of gaining power - a custom mechanic designed to encourage acting like a person with that attribute. Let’s look at few examples: This method of character progression channels our will to survive into actions in alignment with hero’s personality. The deeper into the Sanctuary you get the more varied taints you’ll be able to acquire. Think of it as if the dungeon itself was a skill tree of a kind. While making a choice you’ll have to be careful as it will shape your personality and experience to come.
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Post by abraksil on Jan 23, 2017 15:20:03 GMT
The idea and the world definitely sound interesting, however, I dislike rogue-lite or rogue-like games. I will wish you good luck however. Thanks @tzeenchianapostrophe
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Post by abraksil on Jan 29, 2017 19:01:02 GMT
This week I've decided to share with you a gif so you can notice all these little ambient animations we're adding. Although players rarely notice them while enjoining the game they are very important. Without them environments seem dead and artificial.
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Post by abraksil on Feb 6, 2017 16:34:15 GMT
In Soulblight we're going for tactical stamina based combat simular to that you might know from Dark Souls series. On that note here's one of the spear attack animations for you Because our game's combat mechanics in inspired by Dark Souls I try to play it every day after work . I do so relax and learn a bit more about it's design. I've discovered it's much more fun to do it in the company and that's why I started streaming. So how about it? Want to join me in my gaming adventures?
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Post by abraksil on Feb 11, 2017 22:48:15 GMT
Hey Everybody! This weeks's update is a bit early then usually as In two days we'll be presenting Soulblight at White Nights Conference in Prague. Recently I've introduced some new solutions to our combat mechanic to add even more tactical depth to it. The festival is a perfect opportunity for play test. We will see how human specimens will handle the challenge I've prepared
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Post by abraksil on Feb 15, 2017 14:47:31 GMT
And so I'm back from Wight Nights Conference in Prague. It was a very intensive event. Throughout the entire event I had time for only this one picture
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Post by abraksil on Feb 20, 2017 16:31:09 GMT
Choose wisely! The path you take will shape who you will become...
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Post by abraksil on Feb 20, 2017 23:38:03 GMT
Glad to hear that @tzeenchianapostrophe
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Post by abraksil on Feb 27, 2017 19:37:37 GMT
So it's Monday again and it's time for another update. Today I've prepared an Info graphic showing few different Taints you'll be able to acquire in Soulblight
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Post by abraksil on Mar 6, 2017 22:39:41 GMT
Loot Sneak and Fight! All to survive your quest for Soulblight
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Post by Deleted on Mar 6, 2017 23:06:10 GMT
Please, make sure you have it proof-read. if you are trying for another Torment, text quality are paramount. Good luck.
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Post by abraksil on Mar 7, 2017 11:48:04 GMT
Hi @domi Although we're not going for something like Torment and we won't be having the same huge amount of text we'll be definitely going through the proof-reading process I my self have a dyslexia so spelling mistakes slip my attention sometimes. If you see some mistakes in something I've written here just let me know and I will fix it
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Post by Deleted on Mar 7, 2017 13:17:24 GMT
Hi @domi Although we're not going for something like Torment and we won't be having the same huge amount of text we'll be definitely going through the proof-reading process :) I my self have a dyslexia so spelling mistakes slip my attention sometime. If you see some mistakes in something I've written here just let me know and I will fix it :) Both of your sample posts, from January and February have inconsistent wording for what seems to be the same thing. On the right card, from January 27, you use words boost and penalty, which makes the text easier to understand. On the left card, you do not, and the text reads odd. In the February 27 example you use different wording to express the idea "the stronger you are, the more valuables you can carry" on two examples of text. I like the string that I've quoted more than the other one. this text uses the words boost/penalty throughout, so it's way easier to understand. Heh, as someone who comes from a nation where so many are destroyed by alcohol, I am not fond of seeing Sober as a penalty, while being Drunk as a boost, but that's my personal thing. I am sure it comes across as real funny for others. It might feel like small potatoes compared to the immensity of the project, but the easier it is to grasp the text at the first glance, the more comfortable a player is going be
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Post by abraksil on Mar 8, 2017 12:51:48 GMT
On the right card, from January 27, you use words boost and penalty, which makes the text easier to understand. On the left card, you do not, and the text reads odd. The February post is our new take on explaining the taints. The idea is to use from now on this info graphic instead of the one from January. In the February 27 example you use different wording to express the idea "the stronger you are, the more valuables you can carry" on two examples of text. I like the string that I've quoted more than the other one. Well by using a bit different string I was trying to communicate that the mechanic in thous two taints is a bit different. In Our game you cannot sell things so only items like gold and silver coins have actual value. The Greedy taint rewards you for the value you've accumulated during play through. For character with that trait 100 silver coins grand bigger boost then a single one. Hoarder on the other hand doesn't care about value. His strengths is increased by the amount of different items he has. His boost is bigger when he's carrying an old horseshoe and some poisonous barriers then any number of just silver coins. Heh, as someone who comes from a nation where so many are destroyed by alcohol, I am not fond of seeing Sober as a penalty, while being Drunk as a boost, but that's my personal thing. I totally understand your objections. I saw alcoholism consume one of the members of my family Fun factor is not the main reason for this design choice. Although our game is just a roguelike we want for it to be something more then just killing and looting. We want to tell a simple but meaningful story with it. Not sure if you know what I'm talking about. We haven't been emphasizing it too much so far but if you look a bit closer you might find some breadcrumbs It might feel like small potatoes compared to the immensity of the project, but the easier it is to grasp the text at the first glance, the more comfortable a player is going be Actually I'm really glad you shared your thoughts @domi . One of the biggest problems when you're making a game is falling out of touch. When you spend every waken moment working on something for couple of years you need someone from outside to comment on what you're doing. This way you can get some fresh perspective
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Post by abraksil on Mar 13, 2017 10:52:26 GMT
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.
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Post by abraksil on Mar 20, 2017 17:37:55 GMT
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
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Post by abraksil on Mar 27, 2017 17:23:47 GMT
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...
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Post by abraksil on Apr 3, 2017 16:40:59 GMT
Soulblight Alpha Tests - Want to help us?
As you might 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.
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Post by abraksil on Apr 10, 2017 19:41:56 GMT
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.
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Post by abraksil on Apr 17, 2017 17:24:39 GMT
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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