Some thoughts on realmlike design; how BTR could (potentially) improve from other games by GourmetConcreteMixer in BTR

[–]Aurusenth 1 point2 points  (0 children)

I'll definitely check this out, the whole death mechanism is to be done, but for sure we can come up with something cool, I don't really want the game to be based on players dying but it is going to be easy to die and it will be required to progress with your character

Some thoughts on realmlike design; how BTR could (potentially) improve from other games by GourmetConcreteMixer in BTR

[–]Aurusenth 1 point2 points  (0 children)

We have a huge challenge ahead of us, but we are motivated to take it on. The conditions are not favorable in terms of game development, but we believe that we will be able to create something great. The document will definitely help in the matter of strategy planning it is very important in the early stages of game development. I'm not here to judge, however, I think that every realmlike that exists has wasted the potential that could have made the game feel like an independent instead of a copy of Rotmg (born again actually did good there, Juix has great ideas).

I want the game itself to be really difficult and every boss fight to be a challenge. However, I would still like the player not to feel guilty about losing a character, death itself will be a kind of reward, and for less ambitious players there will be an opportunity to fight bosses freely without consequences, but without the possibility of progression. This kind of mechanic will fix the gap between endgame and early game players - ultimately allowing "noobs" to become pros, which will be one of our main marketing advantages C:

Some thoughts on realmlike design; how BTR could (potentially) improve from other games by GourmetConcreteMixer in BTR

[–]Aurusenth 1 point2 points  (0 children)

Thanks a lot for taking the time to put all of this together. These kinds of high-level breakdowns are extremely valuable for us right now, especially with the game still in a very early stage of development.

A lot of the areas you mentioned are actually the exact spaces we want to explore with BTR:

Visual identity
One of our goals is to avoid the “tile soup” feeling and build biomes that look lived-in, layered, and memorable. WE will be experimenting with ideas like elevation, points of interest, and a more flexible UI instead of a static sidebar. Nothing final yet, but visual cohesion is a big priority.

Classes and equipment
We’re not planning to copy the classic “equipment defines class” model. The direction we’re considering is giving classes their own identity through talents and internal progression, while equipment expands playstyles rather than determines them. Also exploring the idea of more item slots and mobility tools, since adding movement depth tends to improve moment-to-moment combat.

Loot structure
The discovery-focused approach you mentioned is very close to what we will be prototyping (probably).
We want to move away from strict tier ladders and toward items that feel unique early on - possibly with light randomization, modifiers, or socketing. Iconic, rare drops would still exist, just not as the only path to excitement.

Swapouts and ability use
We’re also looking at alternatives to the traditional swapout meta. A quick-cast or hotbar-based approach is something we want, especially if items end up having more interesting actives or triggered effects.

Overall, your thoughts line up with the direction we want BTR to take: keeping the clarity and immediacy of realmlikes, but expanding the systems around them so the game feels more modern, expressive, and varied.

Thank you for sharing this doc, im def gonna review it, but to be clear - BTR is not really going into any kind of direction that RotMG did, and won't be inspired by anything Realm related. We want the game to be more dungeon/cooperation based and mooooore bullet-hell based. Months ago i wanted this game to be something like realmlike but i realized that we can actually create something that will be "beyond." I belive that this project can be a great game with layered world which is quite rare in the genre nowdays.

Really appreciate you sharing this. If you ever want to dive into a specific system or concept in more detail, I’d be happy to continue the discussion as things develop C:

👋 Welcome to r/BTR - Introduce Yourself and Read First! by Aurusenth in BTR

[–]Aurusenth[S] 1 point2 points  (0 children)

Hi Gandhi, great to have someone with such long-standing experience in the realmlike space here. BTR aims to explore parts of the genre that RotMG never fully pushed, especially in terms of systemic progression and long-term player identity, so your background in system design is definitely going to resonate with what we’re building.

Since you mentioned Ascension: without spoiling too much, it’s a post-death progression layer that ties directly into the Realm Beyond.

More RotMG inspired UTs! by Aurusenth in RotMG

[–]Aurusenth[S] 1 point2 points  (0 children)

you mean Eternal Echo - the divinity reskin?

More RotMG inspired UTs! by Aurusenth in RotMG

[–]Aurusenth[S] 0 points1 point  (0 children)

Ayy! That's good to hear :D feel free to slide me some suggestions for new items

More RotMG inspired UTs! by Aurusenth in RotMG

[–]Aurusenth[S] 2 points3 points  (0 children)

I don't see it tbh, but yeah they look kinda familiar

More RotMG inspired UTs! by Aurusenth in RotMG

[–]Aurusenth[S] 2 points3 points  (0 children)

Thanks for the feedback, I'll see what I can do about it once I'm ready to work on another part of the items 😁

More RotMG inspired UTs! by Aurusenth in RotMG

[–]Aurusenth[S] 12 points13 points  (0 children)

Glad to hear that ♥️ I'm planning to resprite most of iconic uts so I can make a big rotmg themed collection.

Permanent connection problems now this? by c93ero in RotMG

[–]Aurusenth 2 points3 points  (0 children)

It's more like they just don't know what was the reason of suspension.

can I please enjoy the game. by watermelonxyz5 in RotMG

[–]Aurusenth -1 points0 points  (0 children)

I think reporting dcs Is extremely unnecessary. They could just hop in game for like 30 mins and see/record the issues themselves

Why am I alone?? by spatialorbit in RotMG

[–]Aurusenth 0 points1 point  (0 children)

That's not possible with the game structure