Author Topic: Devlog: Story, NPCs, and a discussion about general gameplay!  (Read 151 times)

Offline Zack

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Devlog: Story, NPCs, and a discussion about general gameplay!
« on: November 22, 2017, 09:51:44 AM »
http://www.thylacinestudios.com/siralim-3-story-npcs-and-a-discussion-about-general-gameplay/

What do you think of Siralim 3 so far? Are you excited? As always, if you have any suggestions for the game or want to talk about this post, please feel free to leave a comment here!
Siralim developer and programmer. Follow us on: Facebook | Twitter | Instagram | YouTube

If you like Siralim 2, please consider purchasing some merchandise, the game's soundtrack, or one of our cosmetic DLCs!

Offline Umaro

Re: Devlog: Story, NPCs, and a discussion about general gameplay!
« Reply #1 on: November 22, 2017, 10:10:44 AM »
It could be interesting to add a NG+/Advanced option that makes the Pending status only go away when you return to the castle while giving you some kind of bonus for doing multiple realms in a row (only when pushing, not when farming lower realms).

Offline Mikeb7777

Re: Devlog: Story, NPCs, and a discussion about general gameplay!
« Reply #2 on: November 22, 2017, 01:35:23 PM »
I love reading all of this and I am excited for both the negative and Siralim 3.

One thought from MMORPG days, could realms maybe have a random chance of a wandering boss mob/elite type mob in each one of them? maybe thats a few levels higher then the level and would/could drop a rare item if defeated? I think that could be super fun.

Offline Zack

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Re: Devlog: Story, NPCs, and a discussion about general gameplay!
« Reply #3 on: November 22, 2017, 01:44:47 PM »
I love reading all of this and I am excited for both the negative and Siralim 3.

One thought from MMORPG days, could realms maybe have a random chance of a wandering boss mob/elite type mob in each one of them? maybe thats a few levels higher then the level and would/could drop a rare item if defeated? I think that could be super fun.

In Siralim 2, there was an option you could enable that caused a "nemesis boss" to spawn if you killed a bunch of enemies of the same type (meaning you could only spawn them by using charms). That option is no longer... optional... in Siralim 3. This way, you can choose when you want to fight these really difficult enemies by simply using a charm.
Siralim developer and programmer. Follow us on: Facebook | Twitter | Instagram | YouTube

If you like Siralim 2, please consider purchasing some merchandise, the game's soundtrack, or one of our cosmetic DLCs!

Offline Mikeb7777

Re: Devlog: Story, NPCs, and a discussion about general gameplay!
« Reply #4 on: November 22, 2017, 02:31:12 PM »
Yes, I used that option, but I was meaning something completely random

Offline Aiesha Nazarothi

Re: Devlog: Story, NPCs, and a discussion about general gameplay!
« Reply #5 on: November 22, 2017, 03:27:18 PM »
Hm. Was it only me who never exactly trusted story about gods talking to protagonist since it was clearly stated that no other human is known to be capable of it ?

New stat growth system is lovely. May be I will finally begin to care about managing monster stats, not artifact ones ?

Btw, Zack. Is Siralim technically a separate plane from Nex and other kingdoms, or they are located somewhere in a shared world ? Was always wondering about your games' cosmology.

Quote
Are you excited?
Still unsure. I mostly care about battle system and there are still no breaking news.
« Last Edit: November 22, 2017, 03:35:55 PM by Aiesha Nazarothi »

Offline jamosup

Re: Devlog: Story, NPCs, and a discussion about general gameplay!
« Reply #6 on: November 22, 2017, 03:32:16 PM »
I like the idea of the death penalty that was added, but I think it would be useful to add a "hail mary" option to save an item (beforehand, not something you can use after having already wiped out) be it either a rather rare item (something you would usually have a small sum of, but not something that can be easily farmed, as well as having a small (2-4) cap on how many you can hold) that removes the "pending" status from an item, or the ability to flee a realm and take one item with you. Getting something as rare as a card and then getting a counter-team of enemies that is unbeatable for your team would cause people to quit in frustration.

Offline Umaro

Re: Devlog: Story, NPCs, and a discussion about general gameplay!
« Reply #7 on: November 22, 2017, 03:58:30 PM »
I like the idea of the death penalty that was added, but I think it would be useful to add a "hail mary" option to save an item (beforehand, not something you can use after having already wiped out) be it either a rather rare item (something you would usually have a small sum of, but not something that can be easily farmed, as well as having a small (2-4) cap on how many you can hold) that removes the "pending" status from an item, or the ability to flee a realm and take one item with you. Getting something as rare as a card and then getting a counter-team of enemies that is unbeatable for your team would cause people to quit in frustration.

He said there will be an option to disable the death penalty entirely, and there should be items to flee to the castle without losing anything. And Cards could even be exempt from this mechanic, we don't know yet :P

And I don't know about the ragequitting. Items aren't that important to progression in Siralim, and some people like games with permanent death, so having some actual consequences to dying could even attract new players!

Offline jamosup

Re: Devlog: Story, NPCs, and a discussion about general gameplay!
« Reply #8 on: November 22, 2017, 04:09:21 PM »
Those points are pretty understandable, and other than specific legendary materials you may be hunting for, there aren't many specific items that you'd be that invested in. (I used a card as an example due to its rarity more than its usefulness) There are still occasionally times when you lose and it's not really the player's fault (no team has zero counters, though a better made team will have less than others), and it'd feel a lot worse to lose a rare item because you got unlucky and ran into something like S2's Diamond Paragon (or whichever one disables both teams' traits) or S1's Topaz Paragon compared to if you screwed up in battle or made a team that is too easily shut down. It's not something that would happen frequently or even to most players, however. Any items that would allow you to escape or "save" items should definitely be rare enough that you'd have to really think about using them, and that you don't just have a pile of them by the lategame like you did with various rare items in S1 or 2.

Offline Umaro

Re: Devlog: Story, NPCs, and a discussion about general gameplay!
« Reply #9 on: November 22, 2017, 04:17:37 PM »
Those points are pretty understandable, and other than specific legendary materials you may be hunting for, there aren't many specific items that you'd be that invested in. (I used a card as an example due to its rarity more than its usefulness) There are still occasionally times when you lose and it's not really the player's fault (no team has zero counters, though a better made team will have less than others), and it'd feel a lot worse to lose a rare item because you got unlucky and ran into something like S2's Diamond Paragon (or whichever one disables both teams' traits) or S1's Topaz Paragon compared to if you screwed up in battle or made a team that is too easily shut down. It's not something that would happen frequently or even to most players, however. Any items that would allow you to escape or "save" items should definitely be rare enough that you'd have to really think about using them, and that you don't just have a pile of them by the lategame like you did with various rare items in S1 or 2.

Yeah, one problem with this mechanic is that you could find the escape item but you wouldn't be able to use it because of the "pending" status. My original suggestion allowed you to use the items you found (which would be in a bag), but not the items in the general inventory unless you put some of them in the bag beforehand at the risk of losing them (since the rest of the items would be stored in the castle) but I understand why he changed that part and it's better in some ways.

Offline Zack

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Re: Devlog: Story, NPCs, and a discussion about general gameplay!
« Reply #10 on: November 22, 2017, 05:04:21 PM »

Btw, Zack. Is Siralim technically a separate plane from Nex and other kingdoms, or they are located somewhere in a shared world ? Was always wondering about your games' cosmology.


They are located in a shared world, and in the same country (Rodia). Maybe we can start exploring other countries in Siralim 9 or 10.
Siralim developer and programmer. Follow us on: Facebook | Twitter | Instagram | YouTube

If you like Siralim 2, please consider purchasing some merchandise, the game's soundtrack, or one of our cosmetic DLCs!

Offline Aiesha Nazarothi

Re: Devlog: Story, NPCs, and a discussion about general gameplay!
« Reply #11 on: November 23, 2017, 11:31:37 AM »
Wow, I'm curious now. So, Rodia is some kind of feudal federation, where you can be king\queen of autonomous castle ?