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DevLog #2
When we started the project, we already had several constants in place: Action RPG, open world, and real-time bump combat. The number of character attributes was also decidedly limited to just three: Health, Strength, and Defence. This leads to a simple, generic premise: you explore an open world and fight enemies by bumping into them. Your strength determines the power of your attacks, your defence determines the damage reduction of enemy attacks. Here comes the first challenge: how to make an interesting game out of this?
First, weve added a switch between the Attack/Defence mode. In Attack mode, you attack at full strength but your defence is halved, and in Defence mode, your strength is halved, but your defence is full. The next step was to prevent the player from attacking mindlessly. Weve added a power bar that gets depleted with each attack and recharges over time, which enforced more tactical play: find a moment to land a strong attack or overwhelm the enemy with quick attacks. The recharging speed depends on the percentage of the players Health: the lower it is, the faster your power will recharge. Damage types were added later and the combat system was adjusted toward finding ways to kill enemies faster and exploiting this knowledge. For example, bashing attacks will make Skeletons go down faster, but they will be ineffective against Slimes. Directional damage was added to reward players for sneaking up on enemies, and retaliation/blocking was added to punish them for mindless frontal attacks. Additional nuances and details were added along the way to spice up the combat system, but these details are learned best while playing.
The ability to use magic was planned since the beginning but only came into the picture later, once the combat system solidified. The magic system was designed to expand players options while keeping melee combat the primary focus. Weve decided to limit the players spellbook to a handful of AoE and support spells, such as stunning all enemies on the screen for a short time or healing the player characters wounds faster. Even with these limitations, it added more options to get out of a tough situation alive. The magic bar also depletes after casting a spell and recharges over time, depending on the last spell cast by the player certain spells can block spellcasting for up to 4 minutes. This is quite a lot, so to prevent magic from feeling too little, too rare the magic bar gets a small bump whenever the player kills an enemy.
In the next DevLog, well continue talking about game design. If theres anything specific you want to see in the next entry, please let us know.
[ 2022-10-21 05:48:18 CET ] [ Original post ]
Hi everyone!
In this DevLog well talk about the game design of Ringlorn Saga. Please keep in mind that this post will share some information about the inner workings of this game, so if you want to go in blind, consider reading this post after playing the game.
Initial Game Design
When we started the project, we already had several constants in place: Action RPG, open world, and real-time bump combat. The number of character attributes was also decidedly limited to just three: Health, Strength, and Defence. This leads to a simple, generic premise: you explore an open world and fight enemies by bumping into them. Your strength determines the power of your attacks, your defence determines the damage reduction of enemy attacks. Here comes the first challenge: how to make an interesting game out of this?
Combat System
First, weve added a switch between the Attack/Defence mode. In Attack mode, you attack at full strength but your defence is halved, and in Defence mode, your strength is halved, but your defence is full. The next step was to prevent the player from attacking mindlessly. Weve added a power bar that gets depleted with each attack and recharges over time, which enforced more tactical play: find a moment to land a strong attack or overwhelm the enemy with quick attacks. The recharging speed depends on the percentage of the players Health: the lower it is, the faster your power will recharge. Damage types were added later and the combat system was adjusted toward finding ways to kill enemies faster and exploiting this knowledge. For example, bashing attacks will make Skeletons go down faster, but they will be ineffective against Slimes. Directional damage was added to reward players for sneaking up on enemies, and retaliation/blocking was added to punish them for mindless frontal attacks. Additional nuances and details were added along the way to spice up the combat system, but these details are learned best while playing.
Magic System
The ability to use magic was planned since the beginning but only came into the picture later, once the combat system solidified. The magic system was designed to expand players options while keeping melee combat the primary focus. Weve decided to limit the players spellbook to a handful of AoE and support spells, such as stunning all enemies on the screen for a short time or healing the player characters wounds faster. Even with these limitations, it added more options to get out of a tough situation alive. The magic bar also depletes after casting a spell and recharges over time, depending on the last spell cast by the player certain spells can block spellcasting for up to 4 minutes. This is quite a lot, so to prevent magic from feeling too little, too rare the magic bar gets a small bump whenever the player kills an enemy.
In the next DevLog, well continue talking about game design. If theres anything specific you want to see in the next entry, please let us know.
[ 2022-10-21 05:48:18 CET ] [ Original post ]
Ringlorn Saga
Graverobber Foundation
Developer
Graverobber Foundation
Publisher
1970-01-01
Release
Game News Posts:
18
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🕹️ Partial Controller Support
Very Positive
(55 reviews)
Public Linux Depots:
- [136.06 M]
Ringlorn Saga is an adventure RPG inspired by the Japanese PC classics. Prince Gerhard the Brave embarks on a journey to the neighboring land to investigate the appearance of a magic barrier that surrounds it and his father's disappearance.
- A short-but-sweet Action RPG that won't hold your hand nor waste your time
- Explore the world, find new gear and valuable items, and get stronger while fighting a variety of enemies
- Stumble upon hidden events and quests
- Simple but nuanced mechanics and controls
- 8-bit style visuals and sound inspired by MSX
- CRT filter for an authentic retro experience
- If you ever get lost, have a drink with the bard
MINIMAL SETUP
- OS: Ubuntu 16.04+
- Processor: Intel Core i3-380MMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Dedicated GPU with OpenGL 3.2 Support
- Storage: 300 MB available space
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GAMERSGATE
[ 3335 ]
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