Jupiter Hell is the spiritual successor to the critically acclaimed Doom the Roguelike, a free game dating back to 2002. ChaosForge has launched a Kickstarter campaign for Jupiter Hell a turn-based sci-fi roguelike/RPG with modern 3D graphics, by the creator of Doom Roguelike. I'd like to go into detail, but show me the direction. ![]() Wide array of consumables with their own boosting skill tree, hacking options even in combat (if you have the right build), bypassing security before entering a room to gain advantage, or controlling the environment (vents, mining equipment, or even doors - all can prove deadly if properly controlled). Speaking of tech, the amount of combat options will also be closer to AliensRL. Within the hubs there will be several missions you will be able to attempt, a few of them mandatory (but possibly exclusive), most of them not, allowing access to better gear, tech, information, or unlocking missions in further hubs. OTOH, the larger gameplay is more similar to AliensRL, where you have hubs of interconnected levels that you can freely backtrack (however, the game will rarely require you to do so, and if it does, it'll make sure it's. The combat mechanics will be tested to absurd levels using something called Arena mode - where we will also make sure that all the character advancement paths will be equally viable. The player should easily be able to judge what risk he is in, and where should he stand to maximize safety. Instead of cornershooting and invisible dodge mechanics, we want to introduce a cover, dodge and stealth system with transparent numbers. In particular - the combat is intended to be fast and furious, just like it was in DoomRL, but without resorting to bug abuse, or esoteric mechanics that are not transparent to the player. Everything that I ever planned for the sequels goes into JH. Moreover it's a lot more AliensRL than I make it to be - mainly because most of the people don't know AliensRL. Jupiter Hell is more DoomRL 2/AliensRL 2 than a remake. Probably all on the forums, but reasonable questions never-the-less. ![]() Are there a few? Are there ways of going through the game that has actual multiple endings? Never going through the "this is the end level" bits? Many "big bads", many ways of playing, not simply many rails joining back together near the end? Jupiter has many moons. Keycards and smooshing girly 2016 daemon-cists ain't my thing if I can just punch through the wall beside the mcguffin to go forward. I rocket-jumped my arse around in DoomRL over rivers of lava, knocked down walls with plasma shooters, laughed as I whipped out a double barrel shotgun and dodged while I reloaded it. ![]() I'm not choosing good/bad, simply how I'll f'up the aliens/daemons/thingos, and can that be reflected in the story/layout? I don't want to need the minor mcguffin "that does that thing" if there's potentially another way around it. Yeah, there's worse choices, but player agency from the word go is great. ![]() I do like character "creation", regardless of how hard that makes it for you to balance "the game". Any "RPG" is intriguing, because it gives player agency and determinacy for the effort of playing it, and a thought of the next character to be played in it, including perma-death. Even Tyrian gave you a budget, and there were some choices, and that was a shoot 'em up.
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