Comments: 128 • Responses: 17 • Date: 2022-03-28 11:34:02 UTCsource
thenotlowone176 karma2022-03-28 12:08:21 UTC
Soulslike roguelite lootershooter is another form of cursed runes. Instantly made me groan.
How are you distinguishing yourself in an oversaturated market?
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Small-Ad-77761 karma2022-03-28 12:36:20 UTC
How is a game going to be a procedualy generated lootershooter AND a soulslike at the same time? Sounds like completely contradictory terms.
TarkinsBlueSlippers-5 karma2022-03-28 13:32:52 UTC
We took a long, hard look at our favourite games of these genres and broke them down into prime factors, trying to determine what the fun factor of such games is. Is it the action pool of the player? Progression? Game Structure? Narrative systems? All of those combined?
After we decided what works best in each specific genre, we started prototyping the game, bringing to the table specific solutions from each of those genres.
PastaPirate1830 karma2022-03-28 12:22:49 UTC
Answer this one ☝️
[deleted]-14 karma2022-03-28 12:27:34 UTC
[deleted]26 karma2022-03-28 12:37:42 UTC
TarkinsBlueSlippers12 karma2022-03-28 12:53:27 UTC
I figured you guys might find the devblog insightful but I removed the link for now. I'll try to answer this as best I can. We took a long, hard look at our favourite games of these genres and broke them down into prime factors, trying to determine what the fun factor of such games is. Is it the action pool of the player? Progression? Game Structure? Narrative systems? All of those combined?
After we decided what works best in each specific genre, we started prototyping the game, bringing to the table specific solutions from each of those genres. Our unique features are as follows:
- Altered State: Your surroundings change in real time before your very eyes; explore handcrafted levels mixed in with procedurally generated content and ever changing gameplay mechanics.
- Dynamic difficulty: Overcome adversity with a flexible level of difficulty that utilizes game mechanics rather than an artificial slider. Subsequently, each type of player will appreciate the challenge tailored specifically to them. Special content awaits those most dedicated.
- Dynamic and Replayable: Your actions do matter and impact the world around you. Whenever you delve into the Shattered Lands, your experience will differ, offering you brand new quests and events while pitting you against unique enemies and bosses. At the same time spotting patterns, learning them and adjusting your toolset accordingly will be rewarded.
ChefBones68 karma2022-03-28 11:55:39 UTC
Do you think it would be too difficult to shoehorn in "Sandbox" or "Open-world" to the description of your game? I mean, you've got all the other buzzwords
TarkinsBlueSlippers3 karma2022-03-28 13:25:16 UTC
Alterborn is not an open world per se not is it a sand box, we don't want to use tags in the description that don't really fit the game. Game is more linear BUT we utilize procedural content to diversify the gameplay. We also have some procedural geometry that we think mixes well with hand crafted one.
chartreuse_chimay20 karma2022-03-28 11:43:07 UTC
Can you tell us about your past projects?
TarkinsBlueSlippers10 karma2022-03-28 12:10:09 UTC
This is our first game BUT we’re a team of experienced developers from Poland who previously worked on triple A projects for companies such as Ubisoft, Techland, CI Games and Bloober Team.
oddwithoutend12 karma2022-03-28 11:40:04 UTC
Thanks for taking the time to answer questions. What would you say are the main ways your game separates itself from other soulslike games?
TarkinsBlueSlippers11 karma2022-03-28 11:48:03 UTC
HighOnFireZA20 karma2022-03-28 11:56:59 UTC
In my experience procedurally generated content tend to be bland and generic as opposed to hand crafted levels like in Dark Souls. Is this something that was considered when deciding on going with the procedurally generated content?
TarkinsBlueSlippers10 karma2022-03-28 12:00:45 UTC
We mix hand crafted level design with procedural content. Can't elaborate more at this moment in time but we are well aware of it and want to avoid bland/generic content.
DaPino11 karma2022-03-28 12:10:12 UTC
Can you tell us a bit more in-depth about what exactly you mean by "Soulslike roguelite looter shooter"?
I read that the game involves procedurally generated runs and I'm going to assume since it's described as 'roguelite' there will be certain parts that carry over to the next runs; so that explains that part.
But what exactly makes it a 'Soulslike' or a 'looter shooter' and how does that blend with the roguelite aspects?
TarkinsBlueSlippers0 karma2022-03-28 13:05:19 UTC
We take what we think works best within the soulslike formula (level design, pacing, enemy action pool etc.) and mix it with looter shooter progression systems. You will have to make many difficult choices when it comes to customizing your character. There is also a lot of loot in the game.
As for how it blends into the roguelite aspects, I can't reveal too much at this time but we want to have procedural content mixed in with hand crafted levels.
TarkinsBlueSlippers-41 karma2022-03-28 12:24:09 UTC
You should check out our first devblog entry: https://store.steampowered.com/news/app/1679000/view/3090038532622013893
drillguy10 karma2022-03-28 11:55:36 UTC
would you say that your game has taken any inspiration from Remnant: from the ashes?
TarkinsBlueSlippers-23 karma2022-03-28 12:14:47 UTC
We draw inspiration from many titles of multiple genres. Yes, Remnant is one of those games. At the same time our game is very different; we want to innovate on specific solutions to bring into the hands of the players a fresh, unique experience.
superrosie34 karma2022-03-28 12:21:26 UTC
“Innovate on specific solutions to bring a unique experience.” Sounds a bit too markety PowerPoint slide. Do you have more details?
TarkinsBlueSlippers-7 karma2022-03-28 13:40:59 UTC
We took a long, hard look at our favourite games of these genres and broke them down into prime factors, trying to determine what the fun factor of such games is, what things they do well and so forth.
For example, Remnant utilizes a lot of procedural geometry while we want to make use of hand crafted levels mixed in with small chunks of procedural geo.
TarkinsBlueSlippers-38 karma2022-03-28 12:25:28 UTC
I encourage you to read our first devblog entry: https://store.steampowered.com/news/app/1679000/view/3090038532622013893
LaughterHouseV9 karma2022-03-28 12:19:39 UTC
You posted this last night, only to delete it after it didn’t get traction. Now it’s mysteriously launched right as the US is getting up with 50 upvotes right out of the box. Isn’t that a tad suspicious?
TarkinsBlueSlippers7 karma2022-03-28 13:36:32 UTC
We didn't provide sufficient proof to the mods initially and deleted the post shortly after sharing it. Had nothing to do with lower traction at the time.
carbondragon8 karma2022-03-28 12:09:06 UTC
Is the gunplay aiming to be more arcade-y ala Borderlands or more realistic? I ask because I've wanted a Soulslike shooter for years now since guns are more my forte/interest than melee weapons.
TarkinsBlueSlippers9 karma2022-03-28 12:18:58 UTC
More arcade for sure, at the same time we want it to simply feel good; we analyzed countless shooter games frame by frame.
The game's depth lies in its RPG-like progression systems AND the enemy action pool that the soulslike genre is known for.
Nimyron6 karma2022-03-28 11:44:37 UTC
What are the steps to make the project ? Like, how much stuff do you put on paper before actually starting to code a game ?
TarkinsBlueSlippers0 karma2022-03-28 12:21:25 UTC
Depends. Rather than put stuff on paper (I mean, we obviously do, to an extent) we talk about multiple games, break them down into prime factors and then prototype specific solutions.
Coolman_Rosso5 karma2022-03-28 12:58:10 UTC
I like the aesthetics, but I'm worried that trying to make looter-shooter and roguelite mechanics reconcile with one another will result in some not so good results. I'm going to assume that this means some loot will carry over, but others won't. Will we be able to pick what we keep what we don't? For example if I find 4 great guns I can only keep 2 and the others will be lost upon death.
Is there any further info you can provide about how these will work?
TarkinsBlueSlippers1 karma2022-03-28 13:08:32 UTC
The game will not be a roguelite per se, we don't have permadeath so the loot carries over. We will have some gameplay systems in place that will make players familiar with the roguelite genre feel right at home. I am sorry but I can't delve more into this for the time being.
xlayer_cake3 karma2022-03-28 13:31:04 UTC
Do you have any links to dev blogs available?
TarkinsBlueSlippers2 karma2022-03-28 13:45:30 UTC
I can't tell whether you're being sarcastic but I laughed either way. Thank you. Here you go: https://store.steampowered.com/news/app/1679000/view/3090038532622013893
Oddyssis1 karma2022-03-28 12:26:13 UTC
Will you have any gameplay footage coming soon?
TarkinsBlueSlippers4 karma2022-03-28 12:31:01 UTC
Keep an eye out on our socials and/or steam page.
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