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1302130 Posts in 58033 Topics- by 49098 Members - Latest Member: Qalamar

June 27, 2017, 02:19:08 am

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TIGSource ForumsFeedbackDevLogsRoguemance - The romantic roguelite
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Author Topic: Roguemance - The romantic roguelite  (Read 6693 times)
AD1337
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Lucas Molina


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« Reply #100 on: June 12, 2017, 11:38:45 am »



I made this Brazilian valentine's day ("dia dos namorados") image for my girlfriend with us as Roguemance characters. She wishes the girl was holding the sword in the cover art.

Thanks for your feedback! Smiley

As for the linear spectrum of emotions, I know it's weird to simplify them like that, but I think it will be necessary in this game for gameplay purposes. A more narrative and loose game would be able to give each emotion its own experience, but here I'm going for systems so they need to fit together.



I felt like the player had no clue of their progression and goal. To fix this, today I paper prototyped a change to the crossroads. I tried an actual map you could explore, with a starting point and an ending. This proved to be a terrible idea. It introduced what you have to do (reach the ending). The cool things about the crossroads is balancing what you want to do and what your partner wants to do. By adding something you have to do, you make the other parts meaningless. Having to do something is too much of a burden to the interesting choices. It overrides them. So now I'm definitely sticking to the simpler crossroads.
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nathy grrrl
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SLC Punk


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« Reply #101 on: June 12, 2017, 05:35:47 pm »

Yeah I did realize after giving my feedback that a linear spectrum is probably the best from a design standpoint. Maybe it couldn't hurt to obfuscate that a bit by discarding the spectrum of color, though. Players will probably pick up on what's happening regardless of whether the colors transition smoothly.
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AD1337
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Lucas Molina


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« Reply #102 on: June 13, 2017, 12:49:41 pm »

Maybe they would, but I'm having such a hard time communicating the mechanics that I'm going for super obvious right now. I think it has to do with Roguemance being very unique mechanically, you have to learn a lot, even if it's simple. It's also strikes players as similar to other games before they know it's not, so breaking expectations and teaching new things is hard. But it's also fun to design these things.

Partners sometimes get really excited to go somewhere. I swear it's a feature. At least now it is.



Making random paths for variety. Must add visual variety too so it looks like a different place each time.

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io3 creations
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« Reply #103 on: June 13, 2017, 03:08:05 pm »


That guy is excited! Grin

Something seemed off when I saw the path going to the right.  Then I reliazed that the vertical patterns make it seem like that it's a cliff.
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AD1337
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Lucas Molina


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« Reply #104 on: June 19, 2017, 06:11:44 am »

Yeah, patterns should be better now. Thanks! Smiley

Here are a bunch of gifs!







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HopFrog
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« Reply #105 on: June 19, 2017, 09:30:24 am »

I have been seeing this on twitter a lot! Lovely concept  Grin
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AD1337
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Lucas Molina


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« Reply #106 on: June 21, 2017, 11:55:13 am »

Freezing enemies is a thing now. No, you're not gonna jump! Do you guys realize the implications of this?! Now you can break patterns! Smiley



Teleport!



You can make the enemy get hit by their own attack if you teleport with them. Pro plays.

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