Rogue: Genesia, June monthly Dev-Blog
So far this is the main bottleneck to the development of the game, and I'm looking for an extra animator to speed up development. If you are interested, send me a mail at roguegenesia@gmail.com Thank you.
Since last month, the equipment system got totally implemented and could be tested. There has been interesting feedback so far from players in the beta. [olist]
This is the main feedback that got back to me, is that item don't have enough impact and are too timid. There has been some interesting suggestion on how to improve that without making equipment too strong. I also think that for now, most equipment drawback are too strong, especially for a new player when they unlock their first item. This is being worked on, but I'm still listening to feedback about that.
From feedback, the collection of equipment modifiers looks to be fun, this makes sure that even items that you don't like can still allow you to progress/unlock new modifiers by disassembling them (as well as giving crafting materials). I may also want to improve the drop chance of the rarer modifiers, some players that I expected to unlock almost all the modifiers are still lacking a good amount of them. [/olist] There have also been some good QoL improvements to the Equipment system, like the new equipment tooltip
Finally, God stone talent no longer exists (fire stone/wind stone). I always had an issue with these talents simply being stat boosts, which to me is much more fitting as equipment. The god stones that you already own and their equivalent level are converted into equipment (accessory slot) with the same stats. In addition, there is finally the addition of Storm stone, an upgrade of both Fiery stone and Gale stone. (Icon is just a placeholder) https://i.imgur.com/TEeVzlN.png
Another thing I spent a bit of the month working on is adding more variety to the main menu. There is now a version of the main menu for each world-tier.
The lighting also changes depending on the result of your last game (but it's been in the beta for a bit of time now).
The first major change in visuals is improving how the grass blends with the ground, as well as reworking the ambient occlusion values to help with that. This is how the game looked:
And this is how it looks now:
Another thing that started as Fernanda's suggestion and where she did a bit of work on is a variety of color schemes for the forest. Grass, ground, and tree colors will now vary depending on your location, world rank as well as other difficulty settings in the game.
I've also worked on implementing "Screen Fog", which adds a bit of fog to the top of the screen that depends on the zone you are in (The intensity can be changed in the options menu).
Another big chunk of this month was spent working on adding talents for the summoner. Each summoner weapon has related talents, with their own passive and active effects. Passive effects mostly affect summons and allow for some interesting combo/builds, while active effects can often vary, from summoning the goblin shaman to emitting a fiery aura around you, and even one that greatly increases the defense of your golem summons.
Blood Syphoon (Temp sprite) is a new weapon added recently, that could be summarized as an aimed Death aura, that also heals the player. The healing is a percentage of the player's health per second, it starts at 2% and increases by 0.1% per enemy drained.
Blood Syphoon talent passive talent also has a particular effect. I'm not yet sure how players will use this passive effect, but I'm sure it can find its place in some builds.
Behemoth Graveyard and the Manor now both have their biome-only cards, here are some of them:
Casual mode no longer makes the player unkillable. Instead, dying in casual mode simply brings you back to the level selection screen, giving you any tries you want to complete a stage. I think this is a good way to still make a run "challenging" without any frustration for players looking for a casual experience.
I've also added a new game mode, "Ultra Casual" which is basically the old casual mode. There is a warning screen when you create a profile in casual mode to make sure you don't accidentally make a save where you are unkillable. (I've seen negative reviews because the player couldn't die and didn't understand why)
Small QoL I wanted to add for many months, the player health bar now has small markers that help to know how much max health the player had. There are 4 levels of markers, each corresponding to a bigger and bigger amount of health, but only 2 can be visible at once (lower tier markers slowly get small and then invisible when you have a lot of health to not clutter the health bar).
Nothing much, but I've also reworked the explosion visual as the existing one was pretty ugly (and always placeholder) https://twitter.com/RogueGenesia/status/1791644962636943599
I still cannot give a clear date for the 0.10 release, but I believe I should be done with everything on my side for a release in July. I just hope animations could be finished by this time, but this is also why I'm looking for an extra animator. If it's not ready by then, I'll make an open beta, and focus on the content for 1.0
Before ending this dev-blog, I've updated the roadmap (which is now quite short, but hey, better late than never)
[ 2024-06-12 13:21:10 CET ] [ Original post ]
Hello everyone, time for the monthly dev blog!
First and foremost, I'm looking (again) for a pixel artist animator.
So far this is the main bottleneck to the development of the game, and I'm looking for an extra animator to speed up development. If you are interested, send me a mail at roguegenesia@gmail.com Thank you.
Equipment System
Since last month, the equipment system got totally implemented and could be tested. There has been interesting feedback so far from players in the beta. [olist]
Not impactful enough
This is the main feedback that got back to me, is that item don't have enough impact and are too timid. There has been some interesting suggestion on how to improve that without making equipment too strong. I also think that for now, most equipment drawback are too strong, especially for a new player when they unlock their first item. This is being worked on, but I'm still listening to feedback about that.
Equipment Modifier Collection
From feedback, the collection of equipment modifiers looks to be fun, this makes sure that even items that you don't like can still allow you to progress/unlock new modifiers by disassembling them (as well as giving crafting materials). I may also want to improve the drop chance of the rarer modifiers, some players that I expected to unlock almost all the modifiers are still lacking a good amount of them. [/olist] There have also been some good QoL improvements to the Equipment system, like the new equipment tooltip
Finally, God stone talent no longer exists (fire stone/wind stone). I always had an issue with these talents simply being stat boosts, which to me is much more fitting as equipment. The god stones that you already own and their equivalent level are converted into equipment (accessory slot) with the same stats. In addition, there is finally the addition of Storm stone, an upgrade of both Fiery stone and Gale stone. (Icon is just a placeholder) https://i.imgur.com/TEeVzlN.png
Main menu variety
Another thing I spent a bit of the month working on is adding more variety to the main menu. There is now a version of the main menu for each world-tier.
The lighting also changes depending on the result of your last game (but it's been in the beta for a bit of time now).
Improved visuals
The first major change in visuals is improving how the grass blends with the ground, as well as reworking the ambient occlusion values to help with that. This is how the game looked:
And this is how it looks now:
Another thing that started as Fernanda's suggestion and where she did a bit of work on is a variety of color schemes for the forest. Grass, ground, and tree colors will now vary depending on your location, world rank as well as other difficulty settings in the game.
I've also worked on implementing "Screen Fog", which adds a bit of fog to the top of the screen that depends on the zone you are in (The intensity can be changed in the options menu).
Summoner's Talent
Another big chunk of this month was spent working on adding talents for the summoner. Each summoner weapon has related talents, with their own passive and active effects. Passive effects mostly affect summons and allow for some interesting combo/builds, while active effects can often vary, from summoning the goblin shaman to emitting a fiery aura around you, and even one that greatly increases the defense of your golem summons.
Other Stuff
New Weapon
Blood Syphoon (Temp sprite) is a new weapon added recently, that could be summarized as an aimed Death aura, that also heals the player. The healing is a percentage of the player's health per second, it starts at 2% and increases by 0.1% per enemy drained.
Blood Syphoon talent passive talent also has a particular effect. I'm not yet sure how players will use this passive effect, but I'm sure it can find its place in some builds.
New Cards
Behemoth Graveyard and the Manor now both have their biome-only cards, here are some of them:
Casual mode change
Casual mode no longer makes the player unkillable. Instead, dying in casual mode simply brings you back to the level selection screen, giving you any tries you want to complete a stage. I think this is a good way to still make a run "challenging" without any frustration for players looking for a casual experience.
I've also added a new game mode, "Ultra Casual" which is basically the old casual mode. There is a warning screen when you create a profile in casual mode to make sure you don't accidentally make a save where you are unkillable. (I've seen negative reviews because the player couldn't die and didn't understand why)
Marker on health
Small QoL I wanted to add for many months, the player health bar now has small markers that help to know how much max health the player had. There are 4 levels of markers, each corresponding to a bigger and bigger amount of health, but only 2 can be visible at once (lower tier markers slowly get small and then invisible when you have a lot of health to not clutter the health bar).
New explosion FX
Nothing much, but I've also reworked the explosion visual as the existing one was pretty ugly (and always placeholder) https://twitter.com/RogueGenesia/status/1791644962636943599
0.10 Release date
I still cannot give a clear date for the 0.10 release, but I believe I should be done with everything on my side for a release in July. I just hope animations could be finished by this time, but this is also why I'm looking for an extra animator. If it's not ready by then, I'll make an open beta, and focus on the content for 1.0
Updated roadmap
Before ending this dev-blog, I've updated the roadmap (which is now quite short, but hey, better late than never)
Rogue: Genesia
Huard Ouadi
iolaCorp Studio
2022-09-19
Strategy Casual RPG Singleplayer EA
Game News Posts 192
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive
(5218 reviews)
https://store.steampowered.com/app/2067920 
[387.69 M]
Game is not tagged as available on Linux on Steam.
Walk upon a new world and slay foes endangering it.
Master of all weapons, Rog can use anything to slay his numerous foes.
Kill, grow stronger, and kill some more!
Fend against vast enemy forces, reaching hundreds of foes on screen at any given time
In this action rogue-lite, you play as Rog.Master of all weapons, Rog can use anything to slay his numerous foes.
Kill, grow stronger, and kill some more!
Make your build from more than 60+ passive upgrades and 16 weapons.
You define Rog's adventure
You can choose which path Rog takes, feel brave enough to take on a powerful foe, or would you prefer to rest at the shop? The choice is yours!30+ Powerful Items to discover
On this journey, you'll collect many unique and powerful artefacts that will greatly impact your game experience, harness their power to help you on your quest!GAMEBILLET
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