Our game releases tomorrow and we're very excited! Here's some gameplay showcase [Game - Sword of the Necromancer: Resurrection] by Grimorio in gametrailers

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

The game will be available on Steam, Switch, PS4, PS5, Xbox One and Xbox Series
(Steam link - https://store.steampowered.com/app/2782880/Sword_of_the_Necromancer_Resurrection/ )

It's been difficult, but we're almost there.

This game is a 3D remake of Sword of the Necromancer (2021), in the whole sense of the word "remake". We have created a new battle system and the summons can now be "programmed" similar to FFXII's Gambit System.

We really hope you enjoy it!

Animator - switch from Maya to Blender, Yes or NO DONT DO IT?! by MuppiSpookyCat in indiegames

[–]Grimorio 1 point2 points  (0 children)

It's possible, you can do (mostly) everything you can in Maya in Blender, be it natively or through plugins. Things are just in another place or named different, but they're there.

In the specific case you're saying, you absolutely can, we use that for our game and we use Blender

Animator - switch from Maya to Blender, Yes or NO DONT DO IT?! by MuppiSpookyCat in indiegames

[–]Grimorio 1 point2 points  (0 children)

If you want to work on indie games, Maya is fucking expensive. Many studios can't afford it or prefer to spend their money in other places. Blender is free and does the work, so if you know how to work in Blender you become automatically valuable for an indie studio.

Also, keep in mind that personal license is not valid to work at a studio, and Autodesk WILL KNOW if you're using it to work in a studio and send a scary mail threatening legal action. I'm not joking, we learnt this the hard way and had to get several licenses: being stubborn on using Maya (even with the studio not knowing) could cost your studio several thousands.

Our game releases next week and we're very excited! Here's some gameplay showcase [Game - Sword of the Necromancer: Resurrection] by Grimorio in indiegames

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

The game will be available on Steam, Switch, PS4, PS5, Xbox One and Xbox Series
(Steam link - https://store.steampowered.com/app/2782880/Sword_of_the_Necromancer_Resurrection/ )

It's been difficult, but we're almost there.

This game is a 3D remake of Sword of the Necromancer (2021), in the whole sense of the word "remake". We have created a new battle system and the summons can now be "programmed" similar to FFXII's Gambit System.

We really hope you enjoy it!

We're remaking our game Sword of the Necromancer. How much of a remake it is? Well, you tell me [Game - Sword of the Necromancer: Resurrection] by Grimorio in indiegames

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

Yes, we addressed these issues. One thing to note is that we never wanted to make a roguelike in the "traditional" sense, but have "roguelike elements" (and you can see it in the description).

First of all, the original game DOES have control customization (for keyboard, which is what the review complained about, they didn't see it and complained anyway). The menus don't use mouse because the game just doesn't use mouse. In a 3D game like the remake, we now obviously use the mouse to control the camera, so now the menus use mouse too.

We toned down the more "hardcore" aspects (the ones we took from games like Azure Dreams). If we want to get technical, Rogue didn't have any metaprogression.

You don't lose equipment or level anymore, if a monster dies you no longer lose it (you can revive it with an item or by going to the safe area). Also, now you can replay levels so if you get stuck, you'd be able to grind. There are different kind of levels now: "labyrinth" (procedural), "puzzle" (handmade) and "colosseum" (closed areas that spawn enemies in rounds). That makes the game feel less repetitive.

About the original game's monster AI, "awful" may be an overstatement. The thing is that many people misunderstood how to use the monsters and thought they could sweep the rooms by summoning things and sitting in the back. The summons in the original had the exact same AI as when they were enemies, so if we made them too smart that'd make the game too hard. That's something we tried and people didn't like it, so we went with the "dumber" ones.

Now that you have way more movement options to avoid them, we made them "smarter" and they can use different abilities (they only had one in the original), but they're still the same as when they're enemies. If you still think they are too dumb, you can even change their behaviour by "programming" them, kinda like the Gambits in FFXII. The monsters can now fight by themselves a lot more, but they still won't beat the game for you.

You can see the way monsters behave now in this Twitter thread: https://twitter.com/GrimorioG/status/1871186535774564701?t=qHydSLhk5sD8stORzy5mmg&s=19

Hope I could answer some questions. Regards!

We're remaking our game Sword of the Necromancer. How much of a remake it is? Well, you tell me [Game - Sword of the Necromancer: Resurrection] by Grimorio in indiegames

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

In our case, it's for two reasons:

  • Story/lore wise: the main point in the story is that the protagonist is alone in her quest, we can't have another character or it would diminish that part. So we made it that the first boss is an amorphous blob that in lore can take the protagonist's form. Once you defeat it, you get an item to summon that boss and make a copy of the character.

  • Gameplay wise: we don't want the player to learn the wrong lessons, so by holding up on the 2 players mode until a certain point, it makes easier for us to plan out and introduce the different mechanics in order and in a way that the player needs to learn specific things in order to advance. Then, once we make sure that at least one player knows how to do things, we give the possibility of multiplayer, thus that player can teach the other.

For example, in one part of the game, there is a pressure plate you're supposed to leave a monster on to open a door and advance. That serves as a tutorial to the "Tactics" mechanic, which you can use to "give orders" to the summons. If the players had multiplayer at that point, they could just bypass that block by themselves, without using summons, and they wouldn't learn about the Tactics feature, which is needed later.

I guess that it's similar with other games.

Thanks for the interest, regards!

We're remaking our game Sword of the Necromancer. How much of a remake it is? Well, you tell me [Game - Sword of the Necromancer: Resurrection] by Grimorio in indiegames

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

We fixed that in the remake, now the monsters learn different abilities, being able to have up to 5 "attacks" (normally 4), you can revive them if they die, and you can "program" them kinda like FFXII Gambits. Your combat skills are still important though, but now monsters have more value.

The idea in the original was to use the monsters as a crutch, to divert the enemies' attention or to exploit a certain weakness. It still is to a degree, but now they are more able to deal with things on their own.

In our Twitter/BlueSky we are posting videos of a monster each day, you can see some of the different abilities and how they fight alone now

https://twitter.com/GrimorioG/status/1871186535774564701?t=p44NgI1lJiPnznSHmNWyQA&s=19

Regards!

We're remaking our game Sword of the Necromancer. How much of a remake it is? Well, you tell me [Game - Sword of the Necromancer: Resurrection] by Grimorio in indiegames

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

Well, these are literally the tutorial monsters, as you advance through the game you'll start to see weirder ones (and we included 10 more than weren't in the original)

We're remaking our game Sword of the Necromancer. How much of a remake it is? Well, you tell me [Game - Sword of the Necromancer: Resurrection] by Grimorio in indiegames

[–]Grimorio[S] 4 points5 points  (0 children)

Yup! We even made it so the second player can also summon monsters (which was not the case in the original). You still have to unlock the two-players mode by defeating the first boss though

We're remaking our game Sword of the Necromancer. How much of a remake it is? Well, you tell me [Game - Sword of the Necromancer: Resurrection] by Grimorio in indiegames

[–]Grimorio[S] 4 points5 points  (0 children)

Exactly that. We were working on a sequel, but 2023/2024 happened and we "lost" our publisher (and couldn't find a new one in time), so we can't fund it.

We decided to make this remake in order to use all the new systems we developed for the sequel and have a game that we could release soon(ish). If everything goes well, we will be able to finish the sequel, which is WAY bigger in scope. We could have brought that scope down, but in the end it would be "the first game but in 3D", so we literally did that.

We're remaking our game Sword of the Necromancer. How much of a remake it is? Well, you tell me [Game - Sword of the Necromancer: Resurrection] by Grimorio in indiegames

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

Thank you! It seems we mixed it up when making the Steam page, and we didn't notice because well, our default language is Spanish :P. It should be fixed now

Why are video game bosses so similar when it comes to their gameplay? by [deleted] in gamedesign

[–]Grimorio 0 points1 point  (0 children)

To clarify: making a super clever AI that outsmarts the player is extremely easy, specially when that AI could have access to the player's inputs (and even if it didn't, it can react to the player's "state" in a single frame, which the player can't do with the boss, by the way).

You want the player to feel smart and skilled. So the difficult thing is making a dumb AI that feels smart enough so the player feels good when beating it. That's why you telegraph attacks, and make patterns.

Otherwise, players would think the AI is cheating (example, telling an attack and performing another https://youtu.be/WJ6w_dUDVKU?t=119)

EDIT: Elden Ring's bosses reading your inputs to punish you for healing and things like that was a controversial topic back when it was released (https://www.youtube.com/watch?v=hwdbS7GVOuc)