![]() Atlas Rogues is a unique game that aims to combine rogue-lite, turn-based, and co-op multiplayer aspects together with ever-growing challenges, characters, and combat decisions that bring fresh gameplay with every playthrough. Face escalating challenges and reap rewards in single player or with up to three friends in co-op.Ītlas Rogues is set in the incredible Atlas universe which is near and dear to many of us, but it isn’t just a sequel or a remake. alt.Atlas Rogues is a rogue-lite, turn-based, PVE tactics combat game for a crew of four freelancers.news, alien reporter Kent Drebnar presents the universe of gaming.Omega in Overview – Set Side B on The Alpha of Omega.It’s good food for thought for developers interested in procedural content! He’s written an essay on his blog, titled “Space Narratives: A Map Randomizer Denounces Map Randomization.” It’s got some very interesting points, and he draws in the awesome Ocarina of Time Randomizer project in his discussion, as a way to have benefits of randomness without having to randomize the map itself. And now he’s questioning his use of randomization as well. ![]() A while back he decided he didn’t want to keep making roguelikes, taking the ideas from it he liked and leaving the rest behind. 100 Rogues was a roguelike, Auro was a single-character puzzle/tactics game with randomized maps, and his current Gem Wizards Tactics ( Steam, Switch, Xbox, Android) uses random maps.īut Keith is always reexamining his ideas. ![]() Many of Keith’s games made heavy use of randomization. I’ve known and spoken with Keith Burgun for over a decade now, and his early hit 100 Rogues for iOS was featured back on (It’s sadly now unplayable because of a combination of rights issues and Apple’s upgrade policy that makes old iOS software impossible to use.) And this is off the subject but I can’t believe the internet hasn’t made much comedic hay out of a series that can name an ability Hungering Soulfire and keep a straight face. Images in this post are taken from a gameplay video from Blizzplanet on Youtube. Keith Burgun Games: Diablo: Immortal and Aesthetic Gacha-ism. There is more I have to say on this issue, but rather than steal any of Keith’s thunder I’ll let him explain it, and do my own ranting at some other time. If you are thinking like this, please reconsider why you’re making games. ![]() All of these things are geared towards “releasing endorphins” or delivering “dopamine hits.” If an executive above your team is speaking in those terms, my advice to you is to bail, if you can, you aren’t making the world a better place. I would even argue that loot itself has become a degraded concept. What is a star rating for an item but another form of a colored rarity loot system? To all of this I exclaim “hear hear!” I would just point out that a lot of these trends in fact originated in MMORPGs.
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