Bay 12 Games Forum
Other Projects => Other Games => Topic started by: alexpoysky on July 19, 2017, 04:53:06 am
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https://www.youtube.com/watch?v=ClrVXGbeuC8
Hey there everyone! Regions of Ruin is now available for the next 7 days at a whopping 65% off on our steam page, along with a considerable amount of work done on languages. We've just added 10!
https://store.steampowered.com/app/680360/Regions_Of_Ruin/
DISCORD : https://discord.gg/jxZjXke
http://store.steampowered.com/app/680360/Regions_Of_Ruin/
Hey there everyone! Alex Poysky here with my latest game! I usually don't crap post with publicity or anything of the sort unless I'm announcing a new title, and that's just the case :D.
We'll be letting people at Bay12games participate in early testing leading up to launch. We do not need financing of any sort as the entire project has been financed by a source that, while famous, wants to remain anonymous until launch for larger impact.
The quick one phrase elevator pitch of the game is "What if Elder Scrolls met Kingdom".
Here's a youtube announcement video : https://www.youtube.com/watch?v=s31mAjXxu14&feature=youtu.be
Anyways, you all have known me for going on 8 years now, so I'll take any and all criticism on the chin, and am happy to speak with anyone here or @alexpoysky on my twitter!
We at Poysky Productions and Vox Games are proud to announce our latest title. Regions of Ruin.
It's an open world strategy action rpg where you build up a dwarven settlement in hopes of restoring their former glory.
Multi Platform (Pc, Mac, Ios, Android, Ps4, Xboxone, Switch) plans!
Expect early access in the coming months!
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Best of luck!
Correct me if I'm wrong, but there seem to be 4 weapon types available and you can equip a shield. In the trailer however, I only saw the player getting hit whenever something got too close. He never dodged, blocked or did something else. Are there options available to the player to do combat without getting damaged (rolling, jumping, blocking, etc) or is it a "stay out of range and slash" type of platformer?
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There are 4 skill trees, but many weapon types!
There are ranged attacks, dodges, shield bashes, stealth, and we're adding more and more to the game every day. I'd like to ask Stephen, the main dev in here to chat with you all if he likes! But I can field questions as well Shadowgandor, thanks for the interest friend!
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So I got a chance to play this game and I have to say I kinda like it. You basically go around different areas, killing enemies and saving workers which go to your camp. Back at your camp, the workers all have different abilities which help you out on your travels. You can build structures which do stuff as well.
The main complain I have about the game at the moment is that you don't have much freedom to decide your actions. You kill enemies either by using throwing axes (which currently don't have a cooldown, making them super strong) or, by doing the somewhat more normal thing, constantly dashing away from the enemy and hacking at them. You can block but when more than 1 enemy is fighting you, blocking becomes useless. Resources can be found in the areas you travel to, but you have no idea what resources an area contains so it just feels like you're going from area to area and spending your resources whenever you have enough to do something with them. Same goes for workers, you have no idea where they are or what they do, but you just kinda complete their quests when you encounter them and move on. If the player could have more control over the game flow, that'd make this game a lot more fun to play I think.
Note that I've tried this out for about 50 minutes and will play some more over the weekend. It seems pretty well developed and it certainly has potential!
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Thanks Shadowgandor!
(Stephen here, running the development side of things for ROR)
I'm thrilled you've taken the time to give such good feedback, it helps a lot!
We have plans to give the map a bit more life, using markers and icons to indicate where quests are, and what sort of resources or aspects are in that specific location, hopefully giving the player a bit more awareness and control over how they'd like to progress.
Your concerns for the combat are legitimate, but yet, expected at this early stage, it'll require some balancing (and can take awhile to get right). With your feedback, though, it will make the process much smoother and easier.
feel free to pm me or even email me (stephenlucerne@gmail.com) if you want to keep giving us feedback, I'm also happy to send you current builds if you'd like to continue testing for us!!
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Hey guys, Testing slots are open on our private slack channel. Feel free to PM me for an invite! We're looking to get as much feedback in as possible before our october early access launch
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Been testing. Game design is nice and it runs under Wine with no issues.
I give it a thumbsup.
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PTW
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We still have many testing slots open and are forming a pretty solid community! I just got off a skype call with a rep from Curse Gamepedia and it looks like we'll be having our own wiki :D
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ptw.
Direct-combat Kingdom-like sounds like a pretty fun experience.
Not sure how, but I'd certainly enjoy getting into this testing group.
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I'd also be interested in helping test, if there is still a need for more playtesters.
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Ptw for future play testing
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Guys, feel free to join our testing group using THIS link. It's on SLACK. The testing link expires in 22 days, hop in while you can!
https://join.slack.com/t/poyskyproductions/shared_invite/MjE3MzUyNTQ4NzI1LTE1MDA5NzA5MTUtOWMxNWJlMjNjZA
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First impressions: fun and very dwarven, appreciate all the Urists in the game. Throwing axes are the reason I stay alive. That is unfortunate as I can't help but think they should be nerfed, but then I'd get my ass kicked a lot more. :P I'll come up with constructive observations later on.
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I've been running into a few bugs related to saving.
Saved away from the camp (in the first cave to be precise) and when I started the game back up, the game didn't register that I had built the storage area, and so cut all my resources to 50 and capped them.
The cap was put back to normal upon returning to camp.
Another bug was that I was losing the bonuses from equipment when loading saves, and ending up with negative stats if I removed the equipment.
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We squashed those bugs today n9103, thanks a bunch man!
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The quest by a lumberdwarf about killing goblins from his wood doesn't seem to end properly despite killing the goblins.
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Hey, Thanks everyone for your help so far, we've nailed down quite a few bugs, and we have quite a lot more content coming as well.
currently adding some mini-games to the tavern, here's a teaser: https://www.dropbox.com/s/zrgl3rpos9qmslx/coinFlipping.mov?dl=0
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We're getting ready to revamp the map to make the game an open world RPG. No more linear progression on the map screen, you'll have to send scouts out to uncover new bits of the map and any locations in that area are visitable. That way no two adventures will be exactly alike, yet we'll still be able to hand craft each level.
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That sounds pretty awesome!
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Allright everyone, we've added a bunch of UI changes, upgradeable buildings and are prepping the open world soon. We need a few more testers, who's up for giving it a try? If you want to join just click here and join our slack channel, ping me or stephenlucerne there and we'll get you set up!
https://join.slack.com/t/poyskyproductions/shared_invite/MjE3MzUyNTQ4NzI1LTE1MDA5NzA5MTUtOWMxNWJlMjNjZA
The link only lasts one week so hurry up and hop in while it's hot. I'll open new rounds of testing further along though!
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Definitely looks like something I'd be into, but unfortunately I've just recently re-caught the Terraria bug and as such probably wouldn't be dedicating as much time to this as would be preferable. I'll certainly keep an eye on the project though.
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Opening up one final round of testing before we go into Early Access next month. Here's the link, look for me or stephen lucerne in general chat for access to the build.
https://join.slack.com/t/poyskyproductions/shared_invite/MjMxNzAwNzI1OTA0LTE1MDM4NTIwNjItMTRmNWI2ZjY3Nw
We're looking for estimates on balance tweaks, longevity of the game, and fun of course! Feel free to ping us with ideas as well. We're very pro-active!
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https://discord.gg/jxZjXke
We've set up a discord channel where youtubers, streamers and fans will be able to interact with us and game with us as well! Feel free to join!
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I'm helping to test this game, so I've spent quite a bit of time with it at this point. The base mechanics are all fleshed out and there's already about 6 hours worth of content with the usual RPG goodies like exploration, questing, character progression, etc. Most of your time will be spent fighting orcs & goblins to get resources, which you use to explore the world and upgrade your settlement. I'm bad at describing exactly what that's like, so here's gameplay footage from a recent version: https://www.youtube.com/watch?v=UjgAWZxd0LA
Right now, the game is in a great spot for its Early Access launch next month. It's fun, especially in 10-20 minute spurts, and there's a good amount of content. If you like light hack-n-slash or Metroidvania games, definitely check it out :)
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It's great to see someone else having as much difficulty vs ranged enemies as I do :P
I like the format you've got, looking forward to future installments.
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Hey guys! Regions of Ruin launched last week to really good reception. http://store.steampowered.com/app/680360/Regions_Of_Ruin/ , feel free to take a look!
Is anyone in the forum a player of the game? I'd love to hear your thoughts!
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Haven't had time (due to school) lately to check out new games but I will pick it up when I can!
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Nice work with that trailer. I now want your game.
Unfortunately I blew up my game budget already, but I'll keep an eye on it!
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So I decided to give this a whirl, and I've been noticing a few... peculiarities.
Now, it's probably my fault for picking Hard difficulty, but I'm used to "hard" meaning "challenging; intended for people with patience and a good understanding of game logic and mechanics", not so much "completely unfeasible".
I'd developed my settlement to the point of having a level 2 tavern, which unlocks contracts. Figuring I'd take it easy the first time around, I selected the lowest-difficulty contract I could find, which had me going out in search of one Fleb the Flatulent, with a reward pot of a measly 285 gold (I had somewhere around 1500 in-pocket at the time).
I was quite surprised, then, when Fleb effortlessly massacred my two hired cronies and proceeded to two-shot me through my shield blocks, all while running at the same speed I moved while dashing.
I tried various tactics of dodging, timing stuns, kiting with ranged weapons... Nope, all pointless. No effort either from me or the rest of my party could so much as make any visible progress on his health bar, and everyone was dead within seconds. And he was impossible to kite as well, thanks to his obscene speed and apparently not even needing to wind up for an attack animation.
So I doubled down on the mercenaries (who apparently do anywhere between 5x and 20x the damage that I can muster, because... Well, because protagonists suck, I suppose?) and brought with me some 7-8 of them (costing many times more than I'd stand to gain by bringing his head in for the bounty) to finally put an end to this rogue goblin.
This time they at least managed to take 1/16th of his health down before everyone lay dead and rotting and I got interdimensionally stabbed again.
So, yeah. Between that, the wolves, and the orc warlords for the Orcbane quest, it seems like this game really doesn't have much of a difficulty curve. More just a difficulty "fuck you".
Otherwise, it seems like really the way this is supposed to be played is to just try and make as much money as possible so that you can afford to hire more mooks to do the fighting for you, seeing as they're faster, healthier, and have FAR more damage output than you could ever hope to attain. Anything beyond the first few goblins will pretty much require that you just put some money down on a moving meat horde while you sit in the back and cower beneath a shield from the infinitely-piercing arrows that end up in your area.
I've also noticed that the campground building upgrades are... Well, shall we say "not created equal"? I upgraded my apothecary from level 2 to level 3, only to learn that I had in fact made it worse, as now I needed to go through a door transition in order to reach the same two workbenches that had been provided in previous versions. And upgrading from 3 to 4 requires what I can only hope is a placeholder value, as it went from needing 500 wood, 100 leather/cotton/food etc., to needing 9,999 adamantite bars.
Would I be correct in making the assumption that it's not even physically possible to accumulate that much wealth? Does the highest tier of storage tent allow you to amass 9,999 of anything?
Also, I'm slightly worried about what happens when the local resources run out. It seems that dwarves cannot replant fields or perform basic forestry once the supply of fallen apples and independently-grounded twigs is gone (it would also be nicer if the worker numbers were a bit more visible, as they have a habit of getting hidden on the map screen).
EDIT: Okay, so, I've just about cleared out all the nearby resources, and I've got more migrants than I know what to do with. This is unfortunate, because if they're hanging around basecamp then there are so many dwarves that I can't access the healer and blacksmith to freshen myself up after explorations, so I need to just send everyone off to some random holding cell until I find a new area with resources, at which point I shuffle a few back to camp and then over to the new resource spot so they can pick up whatever scraps exist there.
There should really be some kind of indicator on the map for when an area no longer has resources available. Or, heck, any kind of indication as to what KIND of resources will be available in a location, since there's really no telling.
A "forest" icon could provide you with leather or wood, as one might expect, but it could also be food, or cotton, or stone, or it could be a dry spot and there's nothing there at all! You won't know until you've gone there and then re-checked the map screen.
Seeing as I'm running out of implemented locations to scavenge and I'm also running out of materials to upgrade my buildings with, I'm reaching the point of "what happens when there's nothing left" a lot sooner than I would have expected. Frankly, I think the resource system could do with a serious overhaul.
Really though, the greatest sin I've seen so far has been the fight with Jorog the Bull. One thing is how massively tanky the brute is, requiring a very long and tedious battle to whittle him down, but it's absolutely unacceptable that his attacks are what they are.
I'm not talking about the damage (which I was able to soak bizarrely well, all things considered), I'm not even referring to the big shockwave he sends out with every smash. I'm talking about the fact that he can whip around to hit you mid-animation if you're behind him, and the shockwave will follow.
This means that he can wind up, hit the ground as you dodge past him (there's some weirdness with this too, where dodging during or just before an attack will see you dash out of reach and then get damaged when you're nowhere near him), and as you're getting some space on the other side of him he'll turn around just in time for the outermost blast (which was going the other direction) of his shockwave to hit you.
Thankfully the shockwave itself doesn't do any damage, but getting tagged by it and having the screen zoom in while time slows down makes an already tedious slog of a fight just that much more drudging.
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Hey there Kagus! Thanks a bunch for the feedback. We are looking over it now.
The contracts are randomized, as such they aren't based so much on the game's difficulty setting so much as how the RNG gods roll the die.
In terms of content, keep in mind we're adding 10 or so maps a week, and adding new features at least twice a month in preparation for launch. The game is in early access at the moment, but there's enough there to sate your curiosity, but don't think for a second that this is it, we still have a long ways to go!
Just remember, we ARE here, and we DO listen!
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Here is an update on the current state of affairs we have going on in the game.
http://steamcommunity.com/games/regionsofruin/announcements/
If you want to help, feel free to spread the word! A huge thanks to everyone at the bay12 forums, you guys are AWESOME and all the feedback I've been getting from you via steam chat, email and PM is very helpful. As always it's a pleasure to be part of such an amazing community!
Oh, and we're adding DF reference easter eggs in the game just for you ;). So far there's a few but we expect there to be more soon enough :D
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Hey guys!
We have had such awesome support from everyone here, it's so humbling for us, we couldn't be more grateful.
Just letting you all know, we have a sale going on RIGHT NOW for Regions of Ruin, if you've wanted to pick it up for cheap, now's your chance!!!!
http://store.steampowered.com/app/680360/Regions_Of_Ruin/
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So I wanted to see what all had changed since last time I played, and popped back in on my old save. The difficulty scale was all over the place, as before, but that probably had a fair amount to do with my build not being "optimal". That said, there's still the jarring split between "places you can take on yourself" and "places you absolutely cannot handle without a full posse of elite meatshields". Crawler infestations are probably the worst culprits here; as they ignore (or at least mostly bypass) shields, do insane amounts of damage (often with extra poison on top), come in large groups, have reduced stun times, and are too fast to kite or outmaneuver successfully. Now, it's entirely possible to tackle these places given enough warm bodies to take the brunt of their aggression, but then we get into the problem of having to backtrack to the camp, hire the exorbitantly expensive mercenaries, go back to the cave, then potentially spend some more time reloading so you can "scout out" which other unexplored locations could make good use of the remaining moves you've got on their contracts so you can get your money's worth.
A lot of this will get fixed when the changes come to make hirelings semi-permanent (very nice to see you're working on that by the way, it'll be a very positive change for the overall experience), but until then we've got the tried-and-true method of suddenly dying from an unexpected ambush of very fast and very toothy reminders that the game has a follower system.
Later I ended up finding another ancient dwarven artifact, which while being remarkably straightforward and easy to unlock, is objectively the best melee weapon in the game. After that point the difficulty curve went from "punishing and unyielding, with random spots of easy" to "you look at the thing: The thing is now dead", and I've proceeded to walk over absolutely every endgame encounter the game had to throw at me. I also somehow have 100+% resistance to all elements and half of my build is now pointless. Swings and roundabouts.
One thing has been bothering me, however... Bandages are now extinct in this world.
You see, when I'd cleared out the implemented parts of the world back in October, I only had about 40-60 units of cotton in my stocks. I quickly made these into large bandages in the new version, because I quickly ended up needing them (this was before I found God's Own Hitting Stick). Now there is no more cotton in the world. So far as I've seen, not a single one of the newly-implemented locations was designated as a cotton resource.
But, not to fear! The developers have heard our prayers of renewable resources and have introduced; The Market! A new building that lets you throw money at a resource deficit in the hopes of finding a solution.
Unfortunately, the level 1 market does not allow you to trade for cotton... No matter, I'll just upgrade it. What do we need to upgrade the market? Aha. 100 cotton. I see.
So now the world has no more cotton, and as such there are no more bandages to be had; because I can't get any more cotton, since there is no cotton to upgrade the market. It's a good thing I'm now functionally immortal, otherwise having my only form of on-demand healing taken away would've been problematic.
I'll be less flowery for my next point, because it is important: Remove the price adjustment on market goods. There is no reason for that to be a thing, at all. Don't overcomplicate things and think you're going to simulate an economy with supply and demand, just give the players a fixed rate.
Personally, I still feel the resource system in general could be handled better by having fewer resource nodes, with caps on how many laborers can be working at any one point, and just let it be an endless source... I feel more like a pillaging barbarian than someone trying to reform a civilization, and the constant shuffling back and forth of peasants between the last few fruitful nodes just isn't very fun (on that note though, many thanks for the new management overlay! It's much better than doing things by hand).
By the by, if "Add more DF references" is still on the to-do list, please cross it off. The game was already stifled with them in October, and it really wouldn't hurt to trim out several of the less significant ones. Let your game be its own thing with its own setting and its own lore, and let it stand on its own merits. During the early portions of the playthrough, I was running into so many different callbacks and blatant references that it honestly felt like some kind of advertisement for Dwarf Fortress, rather than an independent game.
Also, I see you've added a clicker game into the tavern. Why? Yes, I see there are several meta upgrades available for reaching all the achievement milestones in the clicker game, but... Why? The whole experience is just so jarring and weird, it really breaks the overall flow of the game in my opinion. What's even happening here? Is this some sort of dwarven iPad, the last remnant of our forgotten civilization? Does the barkeep have a colony of miniscule gnomes hidden in the basement? Is he just simulating and calculating all the mining and whatnot in his head before deciding to give you improvements to your settlement? What's going on, and why is there an improvement that increases the chance for finding new book pages when there is a strictly finite number of places where those can generate? Am I doomed to never complete certain books because I explored too many locations before putting in my time playing Diggy Clicker? What gameplay elements are improved by this existing?
There are some miscellaneous gripes regarding a couple quests not progressing or giving sufficient information, plus an ever-growing conviction that there are simply too many locations in the game... But I realize that a lot of work has been put into making those locations, and although I firmly believe the game would be better off if it drastically reduced the number of unique travel points (preferably combining the quest points and overall resources/functions into fewer, more expansive and detailed areas), I can accept it for what it is and acknowledge that those kinds of changes are a bit much to ask at this stage in development.
I wish you all the best of luck on the project and I sincerely hope that you'll be able to avoid the pitfalls of your earlier titles, in order to ensure that Regions of Ruin becomes the best game that it has the potential to be.
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Posting to remind myself to buy this when I get home
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A friendly update to let you all know that we formally launch 1.0 on Febuary 5th! Wishlist now and get in on the discount!
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Only three days left until we launch 1.0! Anyone who's played it lately will be able to get that content allready, but basically we've added 120 new areas, 30 new hours of gameplay, a clicker minigame and loads of other stuff during the early access period!
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You mean the clicker minigame? 8 hours is a little bit of a stretch, you can unlock all the achievements (and thus all the effect it has on the rest of the game) in 30 minutes, an hour if you're not paying attention.
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Edited
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Nice to know that the final game is coming around. I tried the alpha back in the day and gave some suggestions on Slack. Maybe I'll buy the finished one and see if they made it in the game.
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We launch in a little under one hour. We are super stoked!
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I haven't seen much news on this so went to check it out on steam only to notice that I still have this in my steam library, despite never buying it... I received a key during early access for testing but assumed it would vanish when going live, as they usually do.
SO I did some digging. Some searches. Stuff like that.
I found this:
http://steamcommunity.com/games/342640/announcements/detail/1665638801582274368
Now I cannot speak to the validity of the statements there. I only got there because I started look around because I was apparently given a real key, not a temporary beta key or tester key which usually happens. I'm not sure what to do about that. At first I thought it was clearly a mistake on their part but then I ran into this statement from Vitali Kirpu that Alex Poysky was possibly selling generated keys and my suspicion flags all go off because that is how I got my testing key. Did I receive a full key by mistake? I'm planning to delete the game from my steam library and wash my hands of the matter but just wanted to make this known as I notice nothing has been updated in this thread since(and indeed AlexPoysky hasn't posted here since) that news article was released.
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Maybe I have an unusual experience, but every game I can recall that I've helped beta/bugtest have been on full keys.
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Every other time I've received a key to help test or access a beta the key has expired on launch unless it was clearly indicated that I was getting the full game for free.
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When Stephen and I give out keys to the game, they are full keys, as a thanks for people testing. Besides, I've had a lot of fun on the bay12 forums, this is where I started my career basically. In any case, when in doubt, buy a key for a friend and pay it forward!
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Hey there everyone! Regions of Ruin is now available for the next 7 days at a whopping 65% off on our steam page, along with a considerable amount of work done on languages. We've just added 10!
https://store.steampowered.com/app/680360/Regions_Of_Ruin/