Necrotic - Development Update #2

In this article we will give you an overview of the progress we made in the last week. It's exciting for us to share our progress with the community and even more exciting to see our little game come to life with new features every day.

On the Art side of things, our Artist has been very busy coming up with randomly generated floating islands for the world of Skyward. So there hasn't been very much progress on the visual side of things, although we can show you some of the tiles and ground textures our Artist has made. He has also been working on a new enemy civillian, the Archer. In short, lots of progress, but sadly not much that we can show you visually. Here's a multiple tile image of the ground textures:

On the programming side, we also made a lot of progress. We updated the AI so enemies either flee or enrage when below 25% health. We made weapon elements so you can toggle between Fire, Lightning, Poison and Frost which all have their own effects. Fire element deals high direct damage and a small damage over time burning effect. Lightning deals high direct damage and stuns enemies for a brief period. Poison element applies a high damage over time effect but doesn't deal any direct damage. And last but not least, Frost element deals no direct damage but slows enemies' movement and attack speed.

Enemies' health and damage now scales with island floor (level), Player health and damage now updates with attributes and stats you get from equipping cards. The cards system has been finalized, we added scaling of cards, so blueprints drop from destroyed buildings and those blueprints increase the level of the cards. When cards level up, their stats also scale up.

We thought really hard about scaling everything up so your character can continue to raise in power as you progress through the island floors. We suddenly realized we wanted endless island floors, but there were caps in the cards system, skill system and attributes system. So we revisited everything and designed and implemented it so that everything continues to scale up.

We also implemented the skills system UI so you can equip skills in the correct slots. We added a melee stance and ranged stance so you can switch between two skill setups. What we still have to implement is upgrading of skills. We originally did not intend to be able to level up your skills, but with the new scaling design we needed to revisit the skill system.

The first 2 player skills have been implemented. The Blood Nova and the Wrenching Stomp skills. Blood Nova is a primary damage skill that damages all enemies in a 350 units radius around the Necromancer. Wrenching Stomp is a skill that damages enemies and pulls them towards the Necromancer so he can finish them off with melee AOE attacks (or Blood Nova, for now).

We also implemented that a boss spawns when all enemy buildings on the island have been destroyed. The boss drops a loot bag which contains 2 randomly generated weapons. You are able to choose to continue with your current equipped weapon or equip one of the 2 new random weapons. Weapon damage has been added to the player's damage output.

And that's it for this week's development update. We hope you are as excited about the progress as we are, and see you next week for another update!

Kind regards,

Rebel Camp Games Team

https://www.twitter.com/rebelcampgames

https://www.facebook.com/Rebel-Camp-Games-797285606971851/

http://www.youtube.com/channel/UCzchYbiT7Ph7gD_qLiguxHg

Announcing Necrotic - A mobile ARPG - Development overview

We at Rebel Camp Games are proud to announce that we are working on a new mobile ARPG game project called Necrotic!

https://www.youtube.com/watch?v=0mXaEeTaGpE


We are a team of 3 people. A programmer, an Artist and a Music Composer. We have taken the time to design the game for over 2 months. 2 weeks ago we started working on the actual implementation and art for the game.
The game takes place in the world of Skyward which consists of floating islands. Humanity has found a way to become immortal, and thus the population has grown to big and the floating islands flooded with buildings. Because of the natural desire of humans to multiply themselves and to build houses and structures, you as the player have been tasked to lower the population and destroy some villages so there will be room again to multiply and to build new villages. The player takes on the character of a Necromancer and has a faithfull companion, the Soul Golem. After having worked as the anti-hero for a while. The Necromancer quickly becomes known as the Grim Reaper.

 


With the basic story line out of the way, first of all, we like to show you the Art for the first 3 enemies/civillians that are implemented in the game. There's the Ploughman, the Steward and the Artful. As you can see in the screenshots below, the art style for our game is very stylized.


We also already made a UI and HUD for the game, which is implemented in game already!

 

All Art has been made on 2 weeks time!

 

From the programming side of things, we have a good prototype of a large portion of game features ready already. At the speed we are programming currently, the prototype of all game features we have planned might be ready in just a month time. Maybe a bit more or a bit less time is needed. We rebooted the programming of the project just 6 days ago. So all the programming progress is made on 1 week time!

 

First of all, we have the basic combat build down. Meaning the player, the enemies and the golem have basic AI, health and damage and can attack. We also already have some details done for the basic combat build, like health plates, floating damage numbers and health globe drops

 

The next thing we have done is an attribute and stats system. You can level up by spending glory points you earn from defeating enemies. When you level up, you get 5 attribute points which you can freely spend on 4 attributes: Health, Physical Resistance, Magical Resistance or Physical Damage. The attribute points give you certain statistics. You can also freely reset your attribute points and get refunded all the points you have spent.

 

Furthermore, we have designed a cards system instead of a typical armor lootsystem. What we implemented of the cards system so far is the ability to buy card upgrade points with glory, and being able to upgrade your 10 card slots to a new tier. Also, the cards already drop from enemies and can be picked up by running over them. Tier 1 cards will drop from regular enemies, Tier 2 cards from Elite enemies and Tier 3 cards from bosses.

 

We programmed the cards interface. Cards are items you can equip to give you certain stats. There are 3 tiers of cards, tier 1 have a small stat bonus and some stat penalties. Tier 2 cards have medium stat bonus and no penalties. Tier 3 cards have high stat bonusses. We programmed the upgrading of card slots, and the list of cards which you can already equip. What still has to be programmed is that equipping cards gives you the appropriate stats.

 

There are buildings on each island. Buildings of a certain type spawn certain types of enemies. I.e the Farm will spawn Ploughmen, the Barracks will spawn Stewards and the Academy will spawn Artfuls. This behaviour has been implemented already, but the buildings are just cubes and don't have 3D art available yet.

 

When you are fighting on an island, there is an Awareness level, which implies that the civillians are aware that the necro is present on the island. The awareness level get's increased by 1 percentage for every civillian you reap upto an awareness level of 100%. Each percent of Awareness increases the enemies health and damage by 1%, so at full awareness the enemies will have double health and damage. What hasn't been implemented yet is that you can consume your golem which will transfer you to the next island, and when you do so a portion of your awareness level get transferred to the new island you start at. This is to have to make a decision wether or not you can make it till you destroyed the entire island or not. Because dying makes you lose all your glory points, the better choice might be to go to the next island at the cost that it starts off a little more difficult.

 

That's it for our introductory development article! If you like our game project or following our development process, feel free to follow us, subscribe on youtube etc... We will try to post a development update video and article every saturday! So stay sharp for that! We hope you are as excited about this project as we are!

 

Kind regards,


Rebel Camp Games Team

www.rebelcampgames.com

www.twitter.com/rebelcampgames

https://www.facebook.com/Rebel-Camp-Games-797285606971851/

https://www.youtube.com/channel/UCzchYbiT7Ph7gD_qLiguxHg