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DevLog #3
Since the beginning, we knew that we wanted to feature an open world, but it provided its own sets of challenges, such as the world size and content density. If the world ended up being too large, the content density might end up not being high enough to work well with our plan to make the players curiosity the main beacon throughout the campaign. Thats why weve decided to look at our main source of inspiration (Hydlide) and use the screen-based world structure and settle on the 5x5 world size for the overworld and the underground area and made the world wrap around itself to tease players with key locations, but create natural obstacles in reaching them. Then, we designed key areas of various sizes, placed them across the world world, and represented them via miniatures on the world map.
This ended up being a nice compromise between the world size and density, as the world never felt too big to the point it takes forever to reach an area thats teasing you from across the river, yet it allowed for tense dungeoneering experiences through key areas. Weve also decided to spawn new enemy types on the world map based on the player level to ensure that the player faces new challenges even if they get lost, and use fixed enemy rosters for dungeons to create the desired difficulty for this area. This eliminated the need to implement easy modes, as the player could always level up a bit on the world map if they found the next story dungeon too challenging.
Due to the small scope of this project, weve decided to settle with a linear story structure, but keep the design as non-linear as possible instead of running from Point A to Point B in a defined straight line and enjoying a cutscene between each run, your curiosity is your main guide through the game. This meant that there was little to no space for lore dumps for the sake of lore dumps, and the line between the main and side content should be either blurred or erased completely. Almost every line of dialogue that contains a bit of lore should lead you somewhere if you decide to look into it, help you reach your next goal, or provide additional context for your actions.
It may seem counter-intuitive at first, as we didnt want to spell out the exact actions that players should take to reach their objective, but testing showed that some people found these leads easy to follow, while others took longer to figure them out, but found them very rewarding when they did. In both cases, weve noticed that testers were surprised that the lines they assumed to be pure flavor text carried actual substance in the game itself.
In the next DevLog, well talk about the technical aspects and tools used to create this game. If theres anything you want to see in the next DevLog, please let us know.
[ 2022-11-01 12:51:18 CET ] [ Original post ]
Hi everyone!
In this DevLog well continue talking 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.
World Design
Since the beginning, we knew that we wanted to feature an open world, but it provided its own sets of challenges, such as the world size and content density. If the world ended up being too large, the content density might end up not being high enough to work well with our plan to make the players curiosity the main beacon throughout the campaign. Thats why weve decided to look at our main source of inspiration (Hydlide) and use the screen-based world structure and settle on the 5x5 world size for the overworld and the underground area and made the world wrap around itself to tease players with key locations, but create natural obstacles in reaching them. Then, we designed key areas of various sizes, placed them across the world world, and represented them via miniatures on the world map.
This ended up being a nice compromise between the world size and density, as the world never felt too big to the point it takes forever to reach an area thats teasing you from across the river, yet it allowed for tense dungeoneering experiences through key areas. Weve also decided to spawn new enemy types on the world map based on the player level to ensure that the player faces new challenges even if they get lost, and use fixed enemy rosters for dungeons to create the desired difficulty for this area. This eliminated the need to implement easy modes, as the player could always level up a bit on the world map if they found the next story dungeon too challenging.
Scenario Design
Due to the small scope of this project, weve decided to settle with a linear story structure, but keep the design as non-linear as possible instead of running from Point A to Point B in a defined straight line and enjoying a cutscene between each run, your curiosity is your main guide through the game. This meant that there was little to no space for lore dumps for the sake of lore dumps, and the line between the main and side content should be either blurred or erased completely. Almost every line of dialogue that contains a bit of lore should lead you somewhere if you decide to look into it, help you reach your next goal, or provide additional context for your actions.
It may seem counter-intuitive at first, as we didnt want to spell out the exact actions that players should take to reach their objective, but testing showed that some people found these leads easy to follow, while others took longer to figure them out, but found them very rewarding when they did. In both cases, weve noticed that testers were surprised that the lines they assumed to be pure flavor text carried actual substance in the game itself.
In the next DevLog, well talk about the technical aspects and tools used to create this game. If theres anything you want to see in the next DevLog, please let us know.
[ 2022-11-01 12:51:18 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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