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Jesse Ko
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« Reply #20 on: February 08, 2015, 11:26:07 AM »

Over the last few weeks, we've been focused on create new sounds for the overworld sections of the game. This week we completed the 2nd track for our ambient selection of songs. The Long Walk will be used for the overworld, specifically for when the player is exploring outdoor areas.

https://soundcloud.com/npc-23/the-long-walk
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Jesse Ko
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« Reply #21 on: February 22, 2015, 08:38:00 AM »

Continuing with our ambient themed tracks, we completed our 3rd ambient song this week. We plan to use this track for when the player converses with other NPCs.

https://soundcloud.com/npc-23/we-need-to-talk

An overworld demo containing all the tracks we've created so far will be released in a few weeks.
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Jesse Ko
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« Reply #22 on: March 02, 2015, 06:12:36 AM »

Hello everyone!

This week, we officially launched our first alpha version containing overworld gameplay!

It’s been very rewarding to see the ideas we've been planning for 6-9 months finally out to the public. We wanted our next demo release to feature the overworld, and we wanted to make sure enough systems were available to give an accurate depiction of what we wanted the full game to be. The scope of the demo continually increased as we realized how much each system depended on each other.



We've made a lot of nit-picky changes to the hospital over the last few months. It has been very relieving to finally release it to the public. It’s definitely been a long time since our last demo update, and our latest demo implements many of the core gameplay systems that we have been working on for the better part of a year.  Eventually, we reached what we felt was a good chunk of the game that was easy to slice up for a demo.



In the few days that the demo is out, we've gotten plenty of great feedback from the community. Since then, several changes have already been made. A new version of the demo should be available some time this Monday.



We hope to never experience such a time gap between demo releases, and we probably won’t. The overworld, dialogue system, phone menu system, and quest system were all components that took months of planning and designing. We were very hesitant to release any one of these features until we felt they were presentable.



For most of this weekend, we've been working on the many suggestions given to us on improving the game. Some of the changes will take several weeks to implement, but we have most of the smaller changes implemented in a new alpha version. As always, we are welcome to any feedback you provide for us!

Our current demo is available for download on Indiedb. 
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Jesse Ko
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« Reply #23 on: April 11, 2015, 09:55:25 AM »

This week, we have 2 screenshots of the latest level we've been working on. The level contains the home of one of your party members.





We hope to have this level implemented in our next public demo in a couple weeks.
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Jesse Ko
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« Reply #24 on: April 21, 2015, 07:02:46 PM »

It's happened again. Since our last demo release, we've done another graphics overhaul to the game. There's always an exhilaration when finishing a scene, even if it doesn't end up exactly like how you envisioned. Rarely does a scene end up looking even better than you imagined. With the recent changes we've made to the environments, we encountered several instances where we were actually surprised at how much better the scenes looked.

This was definitely a pleasant reward for us, as many of the environments required significant adjustments. After 1.5 years of watching scenes you've spent ungodly amounts of time on require reworks (or worse, complete removal), you eventually learn to power through that initially despondent feeling.



Luckless Seven's new lighting features made many of our existing environments look funny. We've spent some time over the last few weeks reworking the hospital and the title screen sequence. We will these changes implemented in our next demo build.



Along with visual improvements, we've reworked the character movement system. In response to feedback, we've implemented two methods of movement. Holding down left-click will allow the player to move in whatever direction they move the mouse. Right-clicking will cause the player to move the the clicked spot, similar to an RTS.



Construction of the first city is back on pace. We are working on one of the last indoor environments (a library) that will be included in our Kickstarter demo. There were several neat designs we wanted to try with the floor layout that didn't end up looking right when we actually starting building. Fortunately, we still ended up with a design we really like!



We wanted to include the library in our next demo release, but a few other parts of the game required our attention. If everything goes well, we'll have screenshots of the place in the next update.

If you haven't already, check out our new Luckless Seven website! You can sign up for email updates on major announces and new demo builds.
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Jesse Ko
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« Reply #25 on: April 27, 2015, 06:27:35 PM »

This week, we wanted to reveal some of the redesigns of our menu system.



Our new menu layout is more similar to a smartphone now. Broad menu categories are represented by app icons. Within each menu, there are sub-menus that are presented in tab format at the top of the phone.



There were some errors in our previous inventory system that delayed its release. Most of the kinks have been ironed out. The current demo only has cards and quest items to fill your inventory, but future builds will include gadgets which you can use to customize gameplay. More on this in the coming weeks.



Stats for your card usage and dialog choices are compiled in the profile section. Every card you play and every conversation choice you make will be viewable in one of the tabs in this menu. If the player makes a non-neutral dialog choice, they will earn points within that response category.



In conversation, there are five broad categories of response. The five categories are:

Empathy
Intimidate
Dismissive
Control
Charm

Within each category, there are dozens of different response types that fall under the major category's general umbrella. For example, the Intimidate category will include threatening, angry, and criticizing responses.

As the player makes more of a certain type of response, they earn points in that category which will allow them to make more significant choices. Our next blog post will cover conversation choices in more depth.

We hope to have a new demo out within the next couple weeks. You'll be able to see the new menus in this version.
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Jesse Ko
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« Reply #26 on: May 16, 2015, 02:36:02 PM »

Last week, we delved a bit into the different categories of dialog choices. In conversation, there are five broad categories of response. The five categories are:

1. Empathy
2. Intimidate
3. Dismissive
4. Control
5. Charm

Within each category, there are dozens of different response types that fall under the major category's general umbrella. For example, the Intimidate category will include threatening, angry, and criticizing responses.

As the player makes more of a certain type of response, they earn points in that category which will allow them to make more significant choices.



The dashes below the words represent the point requirements for making that particular choice. One dash represents 5 points, so if there are 2 dashes below "Joke," the player will need 10 Charm points in order to make that joke. Players will be able to identify what which of the five categories a response falls under via the picture that appears in the large central hexagon.



These screenshots are early in the game, so the requirements for making the choice are very low. If the player does not have enough points to make a choice, it will be grayed out and unselectable.

Next week, we will cover the final part of the dialogue system.

Until next time!
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Jesse Ko
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« Reply #27 on: June 04, 2015, 08:08:17 AM »

Hey everyone!

Today, we wanted to show some of the dialogue icons that will represent each emotion category. We are actually in the midst of tweaking some of them around, so expect to see this reflected in our next demo update!




All conversational responses will fall under these broad categories. Each category has dozens of different types of responses. For example, the Charm category has responses such as "Agreeable" and "Appeal". Although there are many different types of responses, they all fall under 6 primary emotion categories.

Each time the player makes a choice in a particular emotion category (with the exception of Neutral), they gain Emotion Points for that category, As the game progresses, major choices may require a substantial amount of points in that particular emotion category in order for the response to be selected. A player that continually makes Dismissive of Control choices will not have enough points to make major Empathetic decisions towards the latter part of the game.



The Dialogue Choice Heading will describe the type of response that Mark will give. The bars at the bottom right of each response text box signify the amount of Emotion Points needed to select the response.

You can see the dialogue system at work in our latest demo.

It's a little less than 2 weeks away, so a little heads up if you haven't been to our Luckless Seven website; we are planning on launching our Kickstarter on June 15th. In the week leading up to the launch, expect to see much more reveals on future content.

Until next time!
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Jesse Ko
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« Reply #28 on: June 06, 2015, 09:20:18 AM »

Progress on the library, our next big indoor area, has been proceeding slowly as we have made massive revisions to many of the quests and dialogue in our previous demo release. Almost all these changes have been completed, and we're happy to announce that the library scene is complete as well!



The library will feature several people you can battle as well as one of the main side quests for the introductory area. We wanted this building to be much more visually distinct compared to the hospital, so we went with a multi-leveled building.



We went through several different potential designs before we landed on the version you see here. Our desire was to have a wide open space that allowed you to see multiple floors of the building. Many of our initial designs looked very appealing, but they were not so great for maneuverability.



We are working on finalizing all the quest lines so that we can get our next major demo release. For those of you that have enjoyed listening to our soundtrack, we have a big surprise coming up! We've been working on a special track for the last few months, and we hope that you will enjoy what we have in store.

We are planning on launching our Kickstarter on June 15th. We plan to have a new demo (which will include the library) and trailer available a few days before then.
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Jesse Ko
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« Reply #29 on: June 15, 2015, 11:44:42 AM »

Hello everyone!

Our project has finally gone live on Kickstarter! We've been pushing back our launch because we wanted to showcase a quality product, and we have finally arrived at the place where we are very comfortable launching our crowdfunding campaign.

https://www.kickstarter.com/projects/282730565/luckless-seven-a-narrative-driven-card-game-rpg

We're also running a simultaneous Steam Greenlight campaign.

https://steamcommunity.com/sharedfiles/filedetails/?id=461569160

A new demo has been uploaded to our Indiedb page. This demo offers a short vertical slice of the game and the first chapter of our narrative.

Please considering checking out our campaign and spread the word!
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Jesse Ko
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« Reply #30 on: June 18, 2015, 01:23:05 PM »

Alpha version 0.624 for our demo in now available on our Indiedb page! The entire narrative for the demo no longer has any loose parts and has a more direct flow.

We recently reached $2K+ in pledges for our Kickstarter! Please consider checking out our Kickstarter or Steam Greenlight page.

Kickstarter Page 

Steam Greenlight 

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Alevice
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« Reply #31 on: June 18, 2015, 01:45:03 PM »

gotta respect still posting even if no one replies. not implyign anything about quality. hopefully i will actually try this out later
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Jesse Ko
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« Reply #32 on: June 23, 2015, 02:13:16 PM »

Haha thanks for posting! Making these dev log posts is also helpful for us since we can have a place that holds a record of our activities and progress.
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Jesse Ko
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« Reply #33 on: July 08, 2015, 12:18:17 PM »

Thank you everyone for your amazing support for both our Kickstarter and Steam Greenlight campaigns! Through your help, we have been Greenlit on Steam after only 19 days!



Based on the feedback we've received for those playing the demo, we've released an updated version on our Indiedb page. This version has made some slight alterations to the UI and menu to make things more intuitive for new players.

Thanks again for your support!
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« Reply #34 on: July 08, 2015, 12:54:18 PM »

You should put KICKSTARTER in the thread title, and the KS link in your signature and the first post.
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Jesse Ko
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« Reply #35 on: July 20, 2015, 04:07:09 PM »

@Zorg Unfortunately, I saw your post a bit too late. But thank you for the suggestion!
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Jesse Ko
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« Reply #36 on: October 17, 2015, 11:10:30 AM »

Hey everyone!

Over the last couple months, we've been fleshing out the game world. Our previous demos have had a focus on indoor environments, so the next demo will feature some of our larger outdoor areas. The first large outdoor area we plan on featuring will be the casino area.



The design of Arithia is nearly complete. We plan on having a world map in the in-game menu in our next demo update.



The above picture is the earliest sketch of our world map. The names of the cities were not finalized at this point, so we put placeholders. The complete version of the map is almost complete and will be finished in less than a week.

On the character development side, we've finished the last two party members that will be traveling with you on your journey.





Lastly, we will be attending the Ohio Game Developer Expo (OGDE) this November. If you plan on attending this expo, you're more than welcome to come to our booth! We'll have some Luckless Seven art to give you.
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Jesse Ko
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« Reply #37 on: November 20, 2015, 03:32:45 PM »

Hey everyone!

We wanted to thank all of you who attended our booth at the Ohio Game Developer Expo! It was exhilarating to see so many people play our game and give us their feedback. It was also great to meet many of the Ohio developers and other people in the indie game scene.


The Luckless Seven booth



Some of the game art we had on display.



Exhibitors playing our game!

We have been working on fixing some of the common bugs players encountered during the expo. And updated version of the demo that has the bug fixes can be downloaded from our Indiedb page.

After fixing some other technical issues, we'll work on implementing some of the suggestions you guys made.

Thanks again for everyone who attended and made OGDE an awesome experience!
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Jesse Ko
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« Reply #38 on: January 10, 2016, 10:07:12 PM »

Hi everyone!

My name is Tyler, and I’m the story writer for Luckless Seven. I wrote the story and dialogue for the demo we released with our Kickstarter in June 2015, and I became a permanent fixture on the Deckpoint Studio team in August. I’m responsible for constructing the Luckless Seven story, which importantly includes writing all of the dialogue and dialogue choices.

Before accepting my position on the Deckpoint Studio team, I studied English at the Ohio State University. Though my English coursework covered extensive territory, I concluded my studies with an undergraduate thesis on video game narratives and rhetoric, which united my formal education in English studies with my passion for video games.

When I began working on the game in June, the Luckless Seven dialogue system offered players choices fitting into five categories: Control, Dismissive, Empathetic, Intimidate, and Charming. Over the course of the game, the player’s choices would be tracked, and, ultimately, dialogue choices in each category would have point thresholds that meant that players could only select options in the categories they had heavily invested in.


No longer are Mark's choices classified into five personality types.

When I was working on the story and dialogue for the Kickstarter demo, I ran into a number of problems with this system. As someone with a Bachelor’s degree in English, I objected to the grammatical inconsistency of the system. (Seriously, are we using nouns, adjectives, or verbs for these categories? Let’s be consistent!) But this was a surface-level problem.

More serious issues existed. In various situations, one of my intended dialogue options easily could have fit into multiple personality categories. In various other situations, an intended dialogue option didn’t fit appropriately into any of the five personality categories!


An emotional dialogue scene from the Luckless Seven Kickstarter Demo
[/i]


A mock-up of a player's potential choice distribution

But the most serious problems with the established system arose when we asked ourselves two questions. First, what was the outcome of the player’s participation in our dialogue choice system? Because our system rewarded investing into only one or two personality types, all of the player’s choices culminated in fewer options later on in the game. Second, what are we trying to incentivize with this system that intends to act as the player’s interaction with a realistic coming-of-age story? Rewarding the player for primarily choosing one or two categories was, in story terms, incentivizing the creation of a one-dimensional Mark.


In our original system, players might have chosen dialogue options that rewarded their statistical goals over a more honest role-playing experience.

We decided that we didn’t like either of these answers. We didn’t think that choices should lead to fewer choices, and we wanted players to choose how Mark would approach situations on a case-by-case basis. If we were to fulfill our promise of “an interactive coming of age story for you to control,” we knew we would have to make changes.

So, I moved ahead with a plan to alter the system. I drafted and iterated on different ideas that would resolve the system’s grammatical inconsistency and emphasis on methods of persuasion. But, no matter which combination of five dialogue/personality categories I tried, I continued to run into the core issue: our system enforced a one-dimensional player character.

In response to this stubborn problem, we took decisive action: we removed the personality scoring system. Instead of the player’s dialogue choices being coded as one of five categories which accrued points and indicated the type of character the player had made out of Mark, we decided to work in a more open system. No more classifying Mark’s choices into a handful of set categories. No more reducing our protagonist to a one-dimensional character.


Our dialogue system reaches its full potential with the entire cast of Luckless Seven's main characters.


No longer are Mark's choices classified into five personality types.

Now, I’m working outside of those categories. Dialogue options are only restricted by the narrative situation and my creativity. We’re creating specific data points and checks to track and enforce consequences for decisions from the beginning to the end of Mark's journey.

The benefits of our decision to update the dialogue system are numerous. By allowing me to work outside of the restrictive five categories, I can make sure that all of our dialogue options are appropriate, natural responses to the scenario, rather than awkward categorizations meant to support the personality scoring system. This freedom has allowed me to focus on creating non-coded, difficult narrative situations. Now, players will be approached with multiple ethically-complicated choices where no one answer is the “right” one.

I hope I’ve made the problems of our prior system and the benefits of our decision to make a change clear. I look forward to bringing you an exciting, fun story filled with engaging and difficult choices, small and large.

Thank you for reading, and let us know what you think! Our experience at OGDE brought us a wealth of insightful feedback, and we’re always eager to receive more. Feel encouraged to leave your thoughts on Luckless Seven’s new dialogue system in a comment below!

Until next time,

Tyler
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Jesse Ko
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« Reply #39 on: January 29, 2016, 04:04:29 AM »

Hello, everyone!

Today, we’re happy to announce the release of a new demo that opens up new areas and allows you to experience Day 2 of Mark’s adventure.

Full cast of main characters from Luckless Seven

In Day 2, Mark’s story continues with his first step into the competitive Ekosi world. After committing to join Krista and company on the competitive tour, Mark is finally reunited with the full Luckless Seven crew. After a tumultuous reunion, the group departs for the casino, where Mark prepares himself for the tournament.

New areas to explore

Day 2 offers approximately 45 minutes of new gameplay, depending on your skill and luck. You’ll get to see plenty of new dialogue that fleshes out the main cast. You can explore new environments, battle new opponents, and make meaningful story choices.

New characters and quests

We’re very excited about Day 2 because it introduces several design standards that will continue throughout the entirety of Luckless Seven. We’re progressing towards larger, more open environments. We’re introducing Casino and Card Shop interiors, which will become familiar settings as the player journeys across Arithia. Day 2’s design balances competitive, Ekosi-intensive quests with more dialogue-rich ones, a balance we plan to maintain throughout the game.

Goodbye Old Bertrand!

In addition to setting a course for many of Luckless Seven’s design standards, Day 2 also introduces a few smaller tricks. We’ve implemented a “follower” system that allows the player to spend one-on-one quest time with various characters and learn who they are. The new demo set up the ability for players to select between story days for testing purposes. Finally, we’re revealing an updated Bertrand, who recently received a makeover.

Hello New Bertrand!

You can download Demo 0.641 at our IndieDB page.

Day 2 released!

As always, we welcome your feedback. We’ll continue to refine Day 2 as we begin work on Day 3 and beyond. Keep an eye on our IndieDB page for updated demos, as we’ll only be announcing major releases (new days) in our Kickstarter posts.

Until next time!

Tyler
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