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Hey all, as some of you are aware, I released an alpha of Rapturous: Pit Raiders last week. My goal moving forward are to refine features, trim fat, and carve a fun game out of the rough shape I've made so far.

It doesn't seem like much but many of the systems I've developed only need some tweaks and bug testing to become reliable tools to tell a story. The next release will be centered around a split between content and narrow-tailoring of the gameplay.

Here's some core features I've been planning:


Party Members (Ally System)
My vision for party members is that they'll all play somewhat differently. This will also debut with some changes I've been experimenting with, which will allow players to manipulate turn order of combat. Of course, since Pit Raiders contains a variety of content, I also hope to have some methods for "grappling" that enemies or player controlled characters can use.

Accessories
Accessories will be collectible items that the player can equip on party members, this may change their stats or even give them new abilities. Combining them strategically will be essential for success.

More Enemies
Speaks for itself. I want to make enemies that involve a variety of puzzles and show how diverse the combat is. That means creating enemies that challenge players to solve their unique strengths. I've been working on a bestiary to keep track of enemy tips and tricks. (I took some time this weekend to fix enemies escaping the map!)

New Rooms
There's not many rooms in the game yet, but that's going to change. I've been working on designs for mazes, trap rooms, combat arenas, puzzles, luckily Lungo's shop is opening up to help you with the new challenges.

Alchemy Changes
I like the idea of alchemy still, but I want to make it a bit more streamlined. I've got some designs for reworking the UI and making combinations of reagents work. With that, you'll also be able to get new collectibles to help you make more interesting concoctions.

Conclusion
I'm excited for all of these changes, they'll involve a lot of work but with the current foundation being fixed up, it should be within reach. The project will likely have a second beta to further refine my ideas, then we'll begin releasing the game in chapters.
My goal for Pit Raiders is to have the game fully finished in about a (year & change), with milestones separated out every 2-3 months to keep me on track.

In the short term; I've been working pretty hard since I left my university job in early Summer. I think I need a short break so I may finally take a week off to clear my thoughts and approach my projects with renewed vigor.

Thanks for your support, everyone.
-Zyyphelze

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Famir

New enemies? That's good! I can't wait to try it all out!~