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Fri, Nov 30th 2012, 23:10
The Story So Far  

A while back, I started working on a simple game with some RPG elements. It was dubbed Roguelite (working title) and I whipped up a quick prototype:

Since then, I have been slowly improving on it and putting some meat on its bones. I even have proof! Here is a screen from the latest version:

While it looks largely the same, there's a quite a bit more going on there. Not exhaustively and in no particular order:
  • Quests
  • Traits
  • Time
  • Status Effects
  • Scenic Locations
  • More of.. everything!
There's still a lot of work yet to be done, but it's getting there. So let's touch briefly on the game itself and why I think it's interesting.

The Standard Stuff: You are a hero. You kill monsters. You collect items. The difficulty increases over the course of the game. The quality of items increases to compensate for the increasing difficulty.

Important Details: You have limited recovery options while out adventuring, but returning to town will completely restore your character and items to top condition. Inevitably, you must return to town to avoid death.

The Big Wrinkle: Returning to town also permanently lowers the quality of items that you find (by a small amount). Take too many trips to town and you will find the monsters are outpacing your equipment and you will die. This press-your-luck arrangement exploits your greed and forces you to play outside of your comfort zone. "Can you survive another battle? What if it's a werewolf? Or a dragon?" Also, there is permadeath.

So that's it in a nutshell. Future posts will address new additions, improvements, existing features that were un(der)explored in this post, and just be more detail-centric in general.


Tue, Nov 27th 2012, 20:48
In the Navy  

Ben McGraw recently posted about reviving an old blog Pact. I have elected, against my better judgment, to participate in said Pact.

Posting will commence with a brief summary of my current project, Roguelite, and continue with weekly updates on its progress until release.