Hi all -- long time lurker, first time poster here.
This is the development log for Echoes of Eridu
, a roguelike action/platformer built to play like Megaman and replay like games like Binding of Isaac and Rogue Legacy. It's also fully co-op friendly (currently, no player cap, but not very fun with more than 4).About the Game
Echoes tells a story about a shipping facility AI that accidentally starts a robot revolution and humanity's last shot at survival. You play as humans who have been converted into half-bots to try and reach Eridu, where said shipping AI has offered the last survivors shelter from the storm.
The game takes place over a series of procedurally generated levels that each fit a specific theme and have a specific set of mechanics that they throw at the player. The goal of our level design (really, of our algorithm that makes levels) is to make them feel like endless Megaman -- the themes that make a good Megaman level (pattern recognition and precise execution) really resonate with us, so that's what we're shooting for.
In terms of the progression system, Echoes is remixing Rogue Legacy and a "traditional" roguelike. There are a bajillion powerups to find in the middle of a playthrough that boost your platforming/combat abilities as well as a smaller bajillion secondary abilities (think Megaman powers from bosses) to pick up and use that either make it easier to defend yourself, destroy your enemies, or get around the map to those juicy powerups without eating a faceful of spikes.
Alongside this is the pregame loadout system. You'll start out with only a character's base weapon unlocked. Each time you play as a character (and either die or complete the game, either way ending your run), you'll unlock additional options for next time. There are weapons that change the way your primary weapon fires, armors that offer stat tradeoffs, boots that change the way you move, and accessories that offer unique utility effects. The idea behind the loadout system, unlike Rogue Legacy, isn't raw power; it's customization.
Echoes features permanent death -- your loadout unlocks are permanent, but the powerups you pick up in the middle of a run go away when you start a new game.
The game's being made by Batterystaple Games, which is code for myself (Chris) on the programming and design and my artist friend Zach on the visuals. We've been working on it since June 2013.What's Done
We've officially said we're in alpha, which is a fancy term for "we finally have something to show, will someone please write our music please oh god." Here's our alpha trailer!http://www.youtube.com/watch?v=QUUTWfPh300
We've produced about 25-30% of the game's content and maybe 70% of the engine/the everything else. We're pretty close to entering full-on content grind mode. Out of the 6 level themes, our flamelab level's art and content is fully done, and we'll be spacejungling around the second week of March.What's Next
Chris is working on making the level generator do its job better, and Zach is completing the set of assets for super spacejungleworld (our second theme is a botany-overrun space station originally used by our fictitious shipping company for animal research). We're also going to PAX East this year (booth 1038!), so we have a metric ton of prep to do for that.Here are some additional screenshots and a gif! Thanks for reading. We're also on twitter (https://twitter.com/batterystaple_g) if anyone is into that.