Null and Void is a suspenseful action rpg placed in a surreal universe. You play as a rag-tag group of misfits who have their lives interrupted when they are sucked into a mysterious machine, The Casket. You need to escape before the Casket digests you. It is eerie, relentless, and worst of all, hungry.
Demo Link:
https://thecalooch.itch.io/null-and-void-demoWelcome to the Null and Void devlog. This is a game I have been working on for the past few months by myself, and I couldn’t be more thrilled to finally show some of it off. I’ve been handling all of the design, programming, and art so far. The art is a constant work in progress so none of this is final. There’s honestly a lot of information to dish out about the game so I’m just going to treat this post like a table of contents and fill in the blanks as I go.
The CharactersEach of the characters in this game were made with the intention of being as unique as possible. I wanted it to feel like every one of them has their own look, game play feel, and story. Let me introduce you to my kids.
PoeThe pygmy of the playground, Poe is not treated with much respect. He’s a built up bottle of insecure rage that he may inadvertently dish out on someone.
PetalPetal lost her husband when her village was attacked by a pack of roaming Burgles. She’s a widow, she’s depressed, and will stop at nothing to protect her only son. All she has left is her little one and an unbearable amount of grief.
WoogieWoogie is that big personality at the party. He’s loud, obnoxious, and completely incognizant. He was once the hot stud of the town, but now he’s just overweight and constantly living in the past. His hobbies include spending nights at the club, getting turned down by women, and wiping powdered sugar from his nose/upper lip.
2bit2bit was born three weeks premature to a drug addict mother. She was soon abandoned because her mom could not take care of a sick child. 2bit was luckily taken in by a local street gang. Nowadays, she spends her time throwing up graffiti tags around the city and running from the police.
LumenHe can’t sleep. He hallucinates because he can’t sleep. Maybe he’ll finally be able to fall asleep? Probably not. Lumen is a chronic insomniac. Why? If he falls asleep, his personal little light bulb goes out, and the monsters show up. They scare the utter shit out of him. The poor guy just wants to take a nap.
The “Setting”The way the game goes, is that there is a unique starting area for each character. These areas are there to provide some context to the characters and from a design perspective, a way to introduce some of the basic mechanics. It’s here where each of our characters come across this strange machine, The Casket, and are sucked inside.
The VoidUpon being swallowed whole by this bastard contraption, you find yourself in The Void.
I would describe it as being this ominous paradox. You’ll see the Casket digesting other creatures around you. Worst of all is that you really can’t escape. It doesn’t matter which direction you head in, you’ll just go in circles. Your only way out is to tear open your own door.
Enter Murphy and StellaMurphy and Stella are a couple of terriers that you come across in the Void and they want to help you escape. I’ll end up saying it a lot through this devlog, but this isn’t the type of story where everything is explained to you right off the bat. It’s a rogue-like at its core, so the story is a slow burn. Murphy and Stella’s story is more on the mysterious side. All you need to know for now is that they’ve been in the Casket for a long time, and they know their way around.
As you wander through the Void, the dogs will help find spots to potentially break out of.
Enter The NullYou’ve done it! You’ve busted out of the Void, but its not over yet. Heres where its business time. You’ve managed to slip through the cracks of the Void and you’ve dropped yourself right into a chaotic maelstrom.
The game can progress in different directions from here but for the most part, the Void acts as the central hub. You cut into different sections of the Casket that take you to different locations in the Null or to other areas you might find.
The Combat Now it’s time for the fun stuff. My initial idea for this whole game was that I wanted to make a replayable hack and slash. I wanted the gameplay to be very quick and aggressive and as time went on, the design lead me to what I have now, which is more of a fast paced action-rpg than a hack and slash. I really tried to stick the the design principle of it being “simple to pick up, difficult to master”. I may have strayed a little from the “simple to pick up” part but we’ll see in time after seeing other people play test.
The combat centers around 4 types of skills: Light attacks, Heavy attacks, Specials, and Passives. The light and heavy skills are your main means of attacking. Passives are self-explanatory. Specials are more based around supporting your other skills. You use these skills by consuming energy. The energy recharges quickly to maintain the quick hack and slash feel.
A large element of this whole system is utilizing buffs. A lot of these skills will apply buffs to your character. The above skill can be an example. One Two, when used, will apply a short buff (~5 seconds) that will increase the damage of your heavy attacks. Why 5 seconds? It’s largely based around balancing the whole system. A light attack, which costs a relatively small amount of energy, can be used many times in a few seconds before you deplete your energy. These buffs stack as you keep applying them. If they had a longer duration then you could just sit out of combat, spam your skill, get 25 stacks of the buff, then walk into combat and 1 shot enemies. The 5 seconds is a sweet spot in the system right now where it’s long enough for the player to make use of it in combat but short enough to keep the number of stacks from getting out of control.
The whole system is still a work in progress, needing little tweaks here and there, but I love the feel of it at the moment. It’s very dynamic and I think players will really like it. I’m personally not a fan of when the damage in a melee based game just slowly ramps up (you’re hitting for 5, 10 minutes later you’re hitting for 6, 10 minutes later you’re hitting for 7, etc). This game doesn’t do that at all. The amount of damage you’re doing changes on the fly depending on what buffs you have on, the skills that are utilizing those buffs, and let’s not forget combos. Yes, there are combos.
As you progress through the game, you’ll acquire more skills and have to make decisions about which skills you’ll want to use in combat. Some work well together, others do not.
State of the GameI started this game back in January of this year with no real clear idea of what I was going to make. After several months of iterating through designs and waking up from weird dreams, the game is what’s up there. Since this is a roguelike, I intend to have a lot of different skills, enemies, bosses, and the likes but I wanted to firmly set up the frame work for everything before I started going ham on the content. The last thing I want to do is spend a few weeks on 10 new enemies only to realize months down the road that their designs aren’t appropriate anymore. So it’s been nothing but working on the framework of the game. I would say about 80-90% of this framework is there and implemented. Once that’s all done, then I can really start getting busy with all the content and polish.
Feel free to tag along on the progress and let me know what you think. I have some pretty thick skin so I would love nothing more than to hear that you think certain parts of the game are garbage and need more work (Except if you criticize my kids. My inner soccer mom might come out).
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