Sunken (Steam Greenlight, Indiegogo)
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Guy_Incognito




Posts: 3435

PostPosted: Mon, 14th Sep 2015 11:35    Post subject: Sunken (Steam Greenlight, Indiegogo)
A small team from Belgrade is developing an indie (in all aspects Laughing ) ARPG named Sunken, scheduled for release for January 2016. Support them if you can and like the genre (you can get the early bird discount for 7 USD, and the full game costs 10).

What is Sunken?
An atmospheric, dungeon crawling ARPG with a touch of a Roguelike, “Sunken” is intended to be a marriage of genres with several aspects listed (and explained) below.



http://steamcommunity.com/sharedfiles/filedetails/?id=516186068
https://www.indiegogo.com/projects/sunken
http://www.indiedb.com/games/sunken-arpg
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xyzg




Posts: 1835

PostPosted: Mon, 14th Sep 2015 12:40    Post subject:
I have a theory that the inclusion of 'roguelike' in games of recent times is a dev's way of skimping on the time it takes to play test a game and dealing with one of the most fiddlesome of tasks, that being 'game balance'.
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Mon, 14th Sep 2015 13:50    Post subject:
I have a feeling you could be right. "Roguelike" and "Procedurally Generated" are the two new "get out of doing any work" cards that are played with alarming frequency.
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xyzg




Posts: 1835

PostPosted: Tue, 15th Sep 2015 17:12    Post subject:
yeah your right Sabin, procedurally generated is something I frown upon in games, as it usually just ends up with bland and ultimately boring game play overall. I'll take a tightly scripted in-game scenarios any day of the week to infinite, thousands upon thousands of made up empty worlds and levels or what have you,
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Tue, 15th Sep 2015 17:36    Post subject:
You and I both Smile I mean, don't get me wrong.. procedural generation can be quite good if used sparingly, or in the right games where infinite replayability is the goal, but most of the time I'll take a hand-crafted experience over a random one.
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Kein
Banned



Posts: 6101

PostPosted: Tue, 15th Sep 2015 19:01    Post subject:
Into the trash it goes
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fawe4




Posts: 1775

PostPosted: Tue, 15th Sep 2015 23:30    Post subject: c
xyzg wrote:
I have a theory that the inclusion of 'roguelike' in games of recent times is a dev's way of skimping on the time it takes to play test a game and dealing with one of the most fiddlesome of tasks, that being 'game balance'.


Actually the good thing about proper roguelike is that it doesn't need to be balanced. It's meant to be repayable, so different classes can offer different experience and difficulty.

Take Dungeon Crawl Stone Soup for example. You have plenty of Classes, Races and Gods that all combined offer very unique builds. There is a bit of balancing going on, but then there is also stuff intentionally left underpowered to offer a challenge. Its is also very easy to screw a build so much that no backtracking would work even if it was available. In any other genre that becomes a gamebreaking problem. Here, where a reroll is always a natural choice, where you quickly learn to live with deaths and restarts, that actually becomes a good thing. Roguelikes shine when finding that perfect development path is fun.

Offcourse Stone Soup is also one of the rare examples where procedurally generated dungeons don't always look the same and actually offer different experience each time, not to mention pretty much only game that offers you the opportunity to play lowly Halfling instakilling packs of dragons by backstabbing them.
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Guy_Incognito




Posts: 3435

PostPosted: Wed, 2nd Dec 2015 22:06    Post subject:
It went Greenlit:

http://store.steampowered.com/app/405960/

New gameplay video looks better, but there's still much room for polishing.

However the levels are not randomly generated:

Quote:
Leaning heavily on the narrative, the levels are predefined. It was important to us to build the levels in detail to enrich the atmosphere and strengthen the narrative. However the monsters and drops are different each time Smile
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