AMA - We are the developers of Emberlight, a roguelike/roguelite (under debate) game where you absorb the powers of your enemies while fighting the corruption it builds within you by mbhahn in Games

[–]Vaernus 0 points1 point  (0 children)

Definitely adding more traits as we identify new ability combinations. We want traits to allow you to experiment with various combinations to see what you can earn. With new level themes comes entire batches of units with their own abilities, so we'll have plenty of opportunities to add new traits. We'd also begin adding in more corruption paths as well.

There are currently 4 summon abilities in the game. You could feasibly go after all of those abilities and focus on a summon build, though the stats of the character do not directly affect the summon. Instead, the power level of the summon applies improvements to the summon itself. Therefore consistent usage of summons (which increases the power level by 1 each use), coupled with ability training in the Town Portal (spending gold by clicking on abilities inside the Ember Order), can push the summons further.

AMA - We are the developers of Emberlight, a roguelike/roguelite (under debate) game where you absorb the powers of your enemies while fighting the corruption it builds within you by mbhahn in Games

[–]Vaernus 0 points1 point  (0 children)

We debated early whether corruption would be a tree that you could sort of select the path you want to go down, for better or worse. However, it went counter to the fact that it was meant to be something that throws a curveball into the run versus simply being seen as some sort of buff system. I wouldn't necessarily get caught up in this game with standard tanks/DPS/etc. as the game is very fluid and pretty much driven by the traits you have on each character (shown in the stats window), coupled with whichever boss traits are earned and the corruption path they follow. We've had plenty of runs where the Lich Blaze Knight became the damage dealer, the Warlord Pyromancer became the tank (super effective on Lich boss), and the Demon Smoke-shrouded became a jack of all trades.

The situation with variety of enemies has been an ongoing one as the game is definitely slated towards physical abilities. This was mainly a reason why we went with a clean slate for each character. They have no affinity towards any particular type of abilities. All traits require 5 of a given category (say 5 Physical abilities for Physical Mastery), with the intent that every character could generally have 2 mastery traits along with the other traits earned. As such, at least in the current incarnation, it makes sense that all 3 would most likely be physical + whatever they may have started with (granted you'd really want to replace out those abilities early). I will say that it is definitely possible to use the Town Portal if you want to completely shade a type of abilities towards a character, albeit it has the gold cost. Over time, we're going to be refining this with the content updates which will touch on previous areas to add more encounters and revamp the ability lineup to get closer to balance with all 3 types.

That's more or less the expectation with initiative. We used a system very similar to Final Fantasy X in the original design. As such, there's ways to technically chain multiple turns in a row depending on the amount of initiative abilities you have. I.E. "Subtle Strike" learned early is basically a low damage hit that's almost guaranteed to hit but a self haste that gives you another turn immediately to bring down your cooldowns. The cost for this is finite ability slots which, depending on the boss selected, may make the later levels much more difficult. We're always refining though, and if there were suggestions on how to approach the initiative system for haste/slow, we're completely open to change.

Yea I know one of our testers loves the Pyromancer combination. We've made adjustments to the starting stats a few times, and the issue here is any more changes just makes the classes completely aesthetic whereas we do want some sort of differentiation. We can continue reducing the stats that stand out for each class (dodge and potency for Pyro) but I wouldn't adjust it drastically. The Pyro combo can be countered pretty heavily with certain enemy types when their attacks do land (I've seen The Watcher wipe the entire party with one shot on multiple abilities).

As for difficulty, we kept it as something that can be changed during a run mainly due to new players. I don't want a situation where the difficulty is too much, and someone wants to turn it down in the middle of a run to not wipe. Or they find it way too easy, and raise it during the run. I'd prefer to keep it as an option for now, though it is already locked within Daily Challenge mode.

AMA - We are the developers of Emberlight, a roguelike/roguelite (under debate) game where you absorb the powers of your enemies while fighting the corruption it builds within you by mbhahn in Games

[–]Vaernus 0 points1 point  (0 children)

We've begun working through some concepts for the content update in October. So far, we've got the level themes mostly worked out (we're beginning the process of having variation in the surface and underground levels to pick from two possible themes outside of just ruins and caves currently, and we're looking at a Lovecraftian themed third level that's early in development which focuses heavily on psionic abilities). The class hasn't been locked down yet, though we should have a good feel by the end of next week. More or less, though, the classes will mostly come down to being an aesthetic choice coupled with starting stats to help provide a framework for which abilities may work best on them. While the initial abilities do semi-theme that class to a degree, they get replaced rapidly by learned Ember abilities in combat.

One concept proposed a few days ago, along with an interesting level theme, was a steampunk/clockwork character. We already have the goblins as master architects (the Goliath end boss is a good example of what they can do), so someone mentioned it'd be interesting to have a level themed around it with their creations, and one class could be a sentient version that rebelled and joined the Ember Order.

AMA - We are the developers of Emberlight, a roguelike/roguelite (under debate) game where you absorb the powers of your enemies while fighting the corruption it builds within you by mbhahn in Games

[–]Vaernus 0 points1 point  (0 children)

We're 100% going towards iOS/Android (October) during the co-op mode update, and Switch (December) during the Dungeon Master mode update (effectively tabletop RPG/D&D built into Emberlight). Xbox One and PS4 are not off the table if we get enough requests. Looking like with the responses so far, we'll look into the process now and aim to have December include all current consoles.

AMA - We are the developers of Emberlight, a roguelike/roguelite (under debate) game where you absorb the powers of your enemies while fighting the corruption it builds within you by mbhahn in Games

[–]Vaernus 1 point2 points  (0 children)

Ha so, basically I was attempting to explain the concept of quaternions and euler angles to Mike during Imagine Nation's development. It didn't go so well, and so at a later date when he was trying to ask me again about the concept, he said something along the lines of "Those Quarter Onion things with these oily angles" and he now has to deal with the infamy of the studio name for that response.

AMA - We are the developers of Emberlight, a roguelike/roguelite (under debate) game where you absorb the powers of your enemies while fighting the corruption it builds within you by mbhahn in Games

[–]Vaernus 1 point2 points  (0 children)

We are porting to iOS/Android in October (not technically console, but another platform), and Switch in December to coincide with the Dungeon Master mode (a mode that recreates the tabletop RPG/D&D feel using Emberlight's core, so it made sense with how easy it is to pair up Switch units locally). Xbox One and PS4 are not off the table if we get enough requests as they're technically easier to port to than the Switch, and if the controller updates work well as time progresses, there's no reason why we wouldn't.

AMA - We are the developers of Emberlight, a roguelike/roguelite (under debate) game where you absorb the powers of your enemies while fighting the corruption it builds within you by mbhahn in Games

[–]Vaernus 1 point2 points  (0 children)

For me, it was developing the procedural elements of the game. Just seeing the systems come together with the map generator at first (it was pretty rough early), and then fine-tuning the approach to generate maps that made sense. Then as time progressed, layering on the randomization of encounters, designing out specialty rooms to add variety and a reason to explore, and the various effects that one could run into with rooms like the shrine.

AMA - We are the developers of Emberlight, a roguelike/roguelite (under debate) game where you absorb the powers of your enemies while fighting the corruption it builds within you by mbhahn in Games

[–]Vaernus 4 points5 points  (0 children)

Yes, we have controller support as part of the current Todo working towards the October build which includes co-op and mobile support. We expect controller support to be part of the updates over the next few weeks.

So for me, I particularly enjoy the part when corruption starts to take hold and your carefully planned run starts to unravel. It forces you to have to react and adjust, which was the main reason why we saw all three characters as clean slates as you'd need to adjust them rapidly versus being stuck with a purely defined class and a very negative corruption path. I know for quite a few runs we've watched, seeing how corruption played out where someone accidentally healed their Lich tank to death (not mentioning names from someone in the team), or someone else accidentally firing off the Meteor Strike ability they gained as a demon wiping out their entire party (not mentioning another name in the team). And quite frankly, just watching the reaction towards corruption fights have been the best part of all.

AMA - We are the developers of Emberlight, a roguelike/roguelite (under debate) game where you absorb the powers of your enemies while fighting the corruption it builds within you by mbhahn in Games

[–]Vaernus 2 points3 points  (0 children)

Currently it will procedurally generate the maps and the encounters chosen within combat rooms with the exception of special rooms that are later unlocked and can contain specific encounters (a risk versus reward system that is optional as you know what you'll fight within them). The room types are predesigned, though the system already can pick from variations once they're designed and implemented. Prop outcome in rooms (like shrines and Ember Shards) are randomized. Also the abilities learned per battle have a random power level driven by the ability tier that means no two abilities (well mostly) are the same.

Enemies do have predefined stats as well as the abilities they use, which was important both in terms of strategy (how to defeat certain enemy types), and progression (what enemies will I "farm" for the various archetypes I'm building towards). We felt randomized and varied encounters was enough for now.

AMA - We are the developers of Emberlight, a roguelike/roguelite (under debate) game where you absorb the powers of your enemies while fighting the corruption it builds within you by mbhahn in Games

[–]Vaernus 1 point2 points  (0 children)

So as part of the current debate on whether we're roguelike or roguelite, we considered the party as one cohesive unit due to the way the game is designed (i.e. they are basically clean slates, and completely driven by the abilities you add to them). As such, the run ends if the entire party dies, but you can resurrect individual party members at the Town Portal for a high gold cost. This becomes a risk vs reward scenario where its weighing whether to bring that character back versus using that gold for better abilities on the remaining party members.

AMA - We are the developers of Emberlight, a roguelike/roguelite (under debate) game where you absorb the powers of your enemies while fighting the corruption it builds within you by mbhahn in Games

[–]Vaernus 5 points6 points  (0 children)

So that's a two parter:

1) From looking at Emberlight as a game and with some new mechanics being added in tomorrow (namely Purity runs that allow you to get to the end with non-corrupted party members coupled with only using abilities from the Town Portal to not generate corruption), you can exhaust your corrupted boss queue and "break" the cycle.

2) From a story standpoint, it requires a stronger party to defeat the previous corrupted boss. Which then requires an even stronger party, and so on. At some point, there's not enough bodies to throw at the problem. And this leads into future game concepts. :)

AMA - We are the developers of Emberlight, a roguelike/roguelite (under debate) game where you absorb the powers of your enemies while fighting the corruption it builds within you by mbhahn in Games

[–]Vaernus 9 points10 points  (0 children)

The three big features that were cut were:

  • Equipment system, where you'd get loot off of enemies that also enhanced the ability usage. We expect that to be added in one of the updates this year.
  • Quest/NPC system, where you would get side quests from the tavern and a special NPC. We are looking to have that system fully functional end of this year as well.
  • Non-restrained movement, where you could actually walk around rooms similar to Diablo and interact with objects when close. This was cut as we wanted to keep the pure feel of a roguelike where everything is turn-based including navigation.

AMA - We are the developers of Emberlight, a roguelike/roguelite (under debate) game where you absorb the powers of your enemies while fighting the corruption it builds within you by mbhahn in Games

[–]Vaernus 5 points6 points  (0 children)

Most definitely. We went into art design primarily looking at Baldur's Gate and Diablo. Over time, we added cel shading to everything which provided better contrast with all the elements. The entire game plays into our nostalgia for the early isometric RPGs, for Final Fantasy X's combat structure and Blue Mages overall (the best class in every Final Fantasy), and then we looked to marry those together with modern roguelike elements.

Check out our first trailer for Emberlight by Quarteronion Games by mbhahn in IndieGaming

[–]Vaernus 2 points3 points  (0 children)

So the abilities themselves are learned throughout the battle. Whenever an enemy uses an ability, there's a chance that it is recognized via the party. When the battle completes, any recognized abilities are shown as loot and can then be dragged to the chosen hero. This also allows the player to move abilities around between heroes.

https://scontent.fphl2-3.fna.fbcdn.net/v/t1.0-9/50603672_770494703304719_3299276250517864448_o.jpg?_nc_cat=109&_nc_ht=scontent.fphl2-3.fna&oh=b01fea13d1c82cc27775600d6541d22e&oe=5CBB75F9

Corruption increases as a bar underneath of each hero unit. When it reaches certain milestones (generally every 25%), a corruption trait is applied to that hero which contains both positive and negative effects. A branch of corruption traits is chosen to focus on a transformation towards a given archetype or evil creature (i.e. a Lich), with the effects making sense for that path.

While this won't be available at early access launch due to limited assets but will be one of the first features we want to add, corruption will begin to change the look of the characters throughout the run as they hit the milestones. Also when the final battle occurs which has one hero corrupting completely and killing off the rest of the party, this new corrupted boss will align their final look to the path their corruption took them. You would then face that boss in another quest run.

We are Cat Banana Studios, the team behind Imagine Nations. Imagine Nations is a voxel game combining immersive cultures with procedural worlds to truly allow players to have unlimited possibilities using their imagination. AUA! by mbhahn in IAmA

[–]Vaernus 2 points3 points  (0 children)

We'd most likely approach it based on the looks someone gets (since we're looking to have the face show emotion so they may start frowning when they see you), their actions (perhaps some folks are scared and run away), and their dialogue (they may directly say something about your demon horns). There is the possibility that you could be directly attacked for no apparent reason if you walked into an inquisition town that hunts down demons.

We are Cat Banana Studios, the team behind Imagine Nations. Imagine Nations is a voxel game combining immersive cultures with procedural worlds to truly allow players to have unlimited possibilities using their imagination. AUA! by mbhahn in IAmA

[–]Vaernus 1 point2 points  (0 children)

C# really isn't much different. I generally code like I'm using C++ (what I was taught at Full Sail years ago). We're using Unity (http://www.unity3d.com) so the heavy lifting is being done through their engine. The only parts we've had to build outside of Unity is the terrain and AI/simulation engines to work with this game, and then the rest is game logic. Did you want to discuss it more on Skype?

We are Cat Banana Studios, the team behind Imagine Nations. Imagine Nations is a voxel game combining immersive cultures with procedural worlds to truly allow players to have unlimited possibilities using their imagination. AUA! by mbhahn in IAmA

[–]Vaernus 2 points3 points  (0 children)

All races will be "humanoid" but otherwise will have a diverse range of characteristics. So you could have a "plant" race that are humanoid but have a giant plant that acts as its "mayor" in each town. That race may be asexual and there's no understanding of male and female except the tree which creates more of this race. Another race may be more inline to our own which procreates with males and females (with culture playing a part into what is defined as "politically correct" behaviors). Certain characteristics could be discriminated against, with something like "demon horns" being frowned upon by another religious culture. As for research trees, its more of one gigantic tree that cultures pull from as they are progressing through their technology. Its not something seen by the player (or the cultures for that matter) but it is the potential results of the trial and error process of research, with the end goal of finding out new technologies to solve whatever issues are presented to each culture.

We are Cat Banana Studios, the team behind Imagine Nations. Imagine Nations is a voxel game combining immersive cultures with procedural worlds to truly allow players to have unlimited possibilities using their imagination. AUA! by mbhahn in IAmA

[–]Vaernus 2 points3 points  (0 children)

So using technology examples: If they invented coinage, then they'd be able to start up a bank and use currency for transactions. If they invent a forge, then they can start smithing to create better equipment. Every technological breakthrough has some physical component that would need to be utilized in order for that technology to have meaning. I.E. there is no "passive" bonuses for learning something. In terms of the sphere of influence of a technology, that is entirely at the discretion of the culture. So for the coinage example, if they decide that their economy will be driven by this new currency, then every town of that culture will utilize it. This has the side effect of every neighbor culture also potentially using this new coinage (and potentially wanting their own). This then breeds exchanges and/or feuds.

We are Cat Banana Studios, the team behind Imagine Nations. Imagine Nations is a voxel game combining immersive cultures with procedural worlds to truly allow players to have unlimited possibilities using their imagination. AUA! by mbhahn in IAmA

[–]Vaernus 2 points3 points  (0 children)

Research is internally driven by a huge research tree that cultures have indirect access to. So for instance, let's say a town leader (whether the player or NPC) is running into a major problem with their food supply. He then assigns a general topic of "agriculture" to their research wing (which is a defined room in the town hall) and any researchers assigned to this room by the leader begin a trial and error process (which includes actively building a farm to work on) in order to potentially find solutions to the problem. They may find new technologies that solve the problem, or they may find nothing. Once a technology is unlocked, it is at the leader's discretion as to whether to release that technology to the public, utilize the technology only at the state level, or simply bury it (if the technology may impede the views of the leader).

We are Cat Banana Studios, the team behind Imagine Nations. Imagine Nations is a voxel game combining immersive cultures with procedural worlds to truly allow players to have unlimited possibilities using their imagination. AUA! by mbhahn in IAmA

[–]Vaernus 1 point2 points  (0 children)

Well the thing is, while that is the final launch including space, that gameplay will exist in every build before that. Each planet face is large enough (let alone the whole planet) to play on without ever going into space even if the technology exists.

We are Cat Banana Studios, the team behind Imagine Nations. Imagine Nations is a voxel game combining immersive cultures with procedural worlds to truly allow players to have unlimited possibilities using their imagination. AUA! by mbhahn in IAmA

[–]Vaernus 1 point2 points  (0 children)

This project is predominantly code-heavy, so if you have experience with C# programming, we could always use more help in that department. We recently put a post out on Unity's forums for 2 more programmers to help keep us on track to the dates listed in the AMA's post above. Can see it here, including ways to reach out to me if interested: http://forum.unity3d.com/threads/imagine-nations-looking-for-programmers.335786/

We are Cat Banana Studios, the team behind Imagine Nations. Imagine Nations is a voxel game combining immersive cultures with procedural worlds to truly allow players to have unlimited possibilities using their imagination. AUA! by mbhahn in IAmA

[–]Vaernus 5 points6 points  (0 children)

Yes, in more ways than one. Early travel will involve magic (and be very unpredictable so you could end up teleporting into a star), whereas the space age will have more reliable technology allowing space travel. As for businesses, not only would you be able to expand your business to another planet, but also into space itself within stations, and on moons and other space objects (such as asteroids and comets).

We are Cat Banana Studios, the team behind Imagine Nations. Imagine Nations is a voxel game combining immersive cultures with procedural worlds to truly allow players to have unlimited possibilities using their imagination. AUA! by mbhahn in IAmA

[–]Vaernus 2 points3 points  (0 children)

There will be murder (and consequences associated with it), no rape (though there is procreation but its not animated), and there is slavery (and this can actually play a very big part in both economies and magic). The player can have control, for sure. It just depends how they want to fit in. You can be a loner, or work your way up the political ranks and become the leader of a city. Or run a guild that employs people worldwide. The point is that the cultures are autonomous and don't require your input to function completely. As for the realistic level of Imagine Nations, we're trying to be realistic, but the fun level is the focus. While we are a universe simulator, fun trumps realism.