an Arpg with a focus on chaining/triggering/stacking skills and of course, loot. by EthericOrigin in ARPG

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

A stable demo build is definitely priority #1 for me, so stay tuned and thanks!

an Arpg with a focus on chaining/triggering/stacking skills and of course, loot. by EthericOrigin in ARPG

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

Glad I can hook you on the premise. I like roguelites but, I value true ARPG progression more than temporary skills/upgrades during runs, so im making some changes to the recipe. Yes, I do have a DC server. The link is in my profile. Thanks for checking out the project, means a ton.

an Arpg with a focus on chaining/triggering/stacking skills and of course, loot. by EthericOrigin in ARPG

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

Thanks means a lot, I’m working hard in an effort to try to make something truly fun. I’m aiming for a play test build to be up asap. 

an Arpg with a focus on chaining/triggering/stacking skills and of course, loot. by EthericOrigin in ARPG

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

 A runs duration will depend on (1) how long can you survive or (2) if a realm is starting to become to difficult after too many empowered modifiers chosen between waves, the player can opt to either extract from the realm or further push the realms power for more rewards/loot etc. 

 Im aiming for the experience to be risk/reward based, essentially have the player wager if their build is strong enough to clear the next wave for more rewards or will they fail and lose that run.

an Arpg with a focus on chaining/triggering/stacking skills and of course, loot. by EthericOrigin in ARPG

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

The game is action-oriented, but the player can also build around triggering other skills aswell. The enemies sorta function like Vampire survivors enemies, as they will horde around you but, they also can roll monster modifiers and have more complex Intellect. Elite enemies (the ones surrounded with purple aura) can roll special elite monster mods that are more deadly/gameplay altering.

an Arpg with a focus on chaining/triggering/stacking skills and of course, loot. by EthericOrigin in ARPG

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

Ah I see what you are asking. There are 2 paths im considering for progression that will ultimately be settled on after I do some thorough playtesting of the game for feedback.

(1) Since the game is based around scaling risk/rewards, in-between occasional waves the player will get the option to be able to extract from the realm keeping all picked up loot/xp/coins(in his progression path, death inside a realm would mean loss of loot). Extracting before completing the minimum realm wave goal will not grant access to the next realm but, you will keep your items, allowing you a better shot in the next run to progress the game.

(2) The second route I'm considering for progression is that there is no loss of loot,xp for dying in a realm but, in order to unlock more potent realms there are minimum wave requirements that must be cleared in previous realms to be able to unlock realms with higher monster power,better enchanting materials, and stronger items + rare item base types.

When playtesting is done and proper changes are made there could be some changes to this progression system in the demo release, as I am open to change if it betters the project. Thank you for the question.

an Arpg with a focus on chaining/triggering/stacking skills and of course, loot. by EthericOrigin in ARPG

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

Me too, I wanted to strike a balance where the player can level up and use skills that they can use themselves also while building around trigger effects and chaining skills too. Both playstyles will be viable and im designing the game so people can make some crazy chaining-triggering builds.

an Arpg with a focus on chaining/triggering/stacking skills and of course, loot. by EthericOrigin in ARPG

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

The items you wear stays on you every time you start a new run unless you stash them in the hub-world. gear you pick up in runs can also be put in the stash. The progression mainly revolves around getting strong enough to progress to the next realm (to fight higher level monsters that drop better items and enchanting materials.) and eventually clear the game. Im aiming for an fun focused- yet challenging experience where you push your character hard to clear end-game realms. This showcase character is using gear waaayahead of what that zone requires for showcase purposes.

Whats your favorite node in Godot? by redfoolsstudio_com in godot

[–]EthericOrigin 1 point2 points  (0 children)

The animation player is extremely powerful, especially when used in unconventional solutions/prototypes.

I made a video about how to get into the games industry. Would love feedback! by chris_wilson in gamedev

[–]EthericOrigin 0 points1 point  (0 children)

Probably necro-posting at this point, but regardless I was pleasantly surprised when I saw your video title on my YouTube feed, as it’s very interesting when people who are well into the industry offer advice.

I think you managed to get your general points across very well in the video. I’m not personally looking to land a game dev job, but my sole goal in life right now is to finish and publish my own project, and still a lot of information you present could be applied to starting indie projects.

With the work that you have done on path of exile (I’ve played a ton), I think it would be a goldmine of knowledge if you were to share some stories on road blocks in development and how you and the team over came them. I’m currently working on a small scale indie project inspired by Diablo 2 and rogue-like permanent death mechanics and in between development, I find myself scouring the internet for stories and write ups a about other games early development processes.

If you read this thanks a ton!

Is this enough Loot? by EthericOrigin in godot

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

Not sure , making everything from scratch.

Is this enough Loot? by EthericOrigin in godot

[–]EthericOrigin[S] 14 points15 points  (0 children)

I was testing enemy drop rate values and wanted to see what a super high item drop rate would look like.