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PROJECT OVERVIEW

A topic by Justin Wang created Oct 02, 2018 Views: 810
Viewing posts 1 to 1
Developer

Hello everyone who has offered to test the game! Thank you very much for your help.

Overview: First, let me be clear up front. This is a very early alpha of Rogue Fable III which I am planning on bringing to Steam through early access in a month or so as a standalone desktop game. I'm planning on a price of something like $5 during early access and maybe $8-$10 at full release depending on how big the game grows.

I've never done any public testing this early before so just gotta warn everyone that this is in an extremely rough stage and so everything is subject to pretty drastic changes. There's a ton of features, skills, abilities, mechanics etc. that are just stubs right now waiting to be expanded in the future. Since this will be going to early access in a month or so and I intend to work on it for 4-5 months on steam, I'd say this is roughly at the 10-15% complete stage just to give an idea of how rough this is.

What I'm looking for in testing right now: At this early stage, a lot of this is just raw bug testing i.e. crashes and weird behavior. I've changed a lot of stuff behind the scenes in order to support future development, so there's tons of stuff that was working before that may no longer be working.

Since this is very early in development and most of the design is still in flux, I'm also looking for any suggestions, feedback, drastic ideas etc. since there is  room for things to move around a lot.

For now, most of the really detailed balancing and tweaking can be left for later, since there's still so much content to add and mechanics to change that there's no real point trying to fine tune anything yet.

Rough, rambling description of what I'm trying to do: As a rough overview, I want to extend the game length slightly to about 1-1.5 hours but significantly increase the amount of content and variation so that the game is even more diverse on a run by run basis than RFII. So I want the game to be much much bigger in terms of total content, but only slightly longer in terms of length. I want to keep this a fast, tactical and intense dungeon dive with enormous variation from run to run.

The structure of the dungeon has been changed into a Main Dungeon and a number of branches which are randomly selected each game. Eventually the idea is to have each of the themed branches heavily differentiated from each other with drastically different challenges. Because they are semi optional in this format, its going to allow me to make them more specifically challenging i.e. challenging to particular builds. This will be done with a heavier emphasis on resistances, counters and builds that are strong or weak against tanks, swarms, fast enemies, nukers etc.

With that in mind, one of the major goals of this version will be to really push the idea of multi classing, through skills, talents and also equipment. I'd like to get the branches uniquely challenging enough to basically require this by the end game. I'm fleshing out the equipment a lot to help give options for 'broadening' your build out w/ recharging charms, charged wands, and the staves that will be using mana. I'd like the player to have to assemble a diverse kit by the end of the game. Due to the randomness of what branches you get i.e. what challenges you face, and the randomness of drops available to you, the idea is that this diverse kit is different each game.