Crimson Keep is a first person Hack n'slash roguelite being developed by Ian Atherton and Ben Rog-Wilhelm with music by Matt Oglesby. It's a game about exploration, combat, and survival, but not necessarily in that order. Inspired by 90's classics Hexen and Diablo, we're setting out to make a game that marries the two, in a hellish downward spiral into a dangerous dungeon, combining RPG progression and player skill to make something very rewarding, and very fun. And maybe a little spooky.
Every drop of XP, every piece of loot, and every bit of damage you take could determine whether you survive, or succumb to The Keep's dark power.
You will die... Alot?
Development of the game started in September 2015 using the Unity Engine. Thanks for checking out the game, and stay tuned for more updates, articles, and tweets regarding the game's development. Please feel free to comment and offer feedback on any element of the game.
Hey everyone, Ian here!
Man, PAX West was a lot of fun! We had a bunch of people stop by and try the game out, and we got lots of great feedback. I think we learned a lot about what people are enjoying about the game, and what's getting in the way of that, and overall I'm very pleased with how it was received.
Players did pretty well with the combat in the game once they learned the basic controls and started experimenting and learning how the different enemies behaved. Around 20% of the people who played were able to defeat or almost defeat the first boss, on a first or second attempt and I think that's a pretty good percentage. We're definitely trying to make a game that the player must learn and adapt to, bringing different strategies to different enemy types.
As I mention in the video, one of the most obvious additions we had to make to the game is the ability to click and drag to move/equip items. Before now the player had to click to pick up an item on to the cursor, and then click again to drop it off the cursor, which works, but is a little less intuitive.
The tutorial also became a point of focus, as people seemed to completely ignore the original sign layout. They were originally just kind of placed at random points in the starting area, with no real directing the player to each of them. Now the tutorial is more linear, which can be seen as a negative, but it can be run through, or skipped through in about 25 seconds, and rewards the player with a few items and a free experience level. The tutorial is now more comprehensive as well, explaining things like leveling, abilities, equipping, and mana better. In the future we may disable the "forced" tutorial once a player reaches a certain point in the game, but I also kind of like the idea of always leaving it in, in case a player comes back to the game after not playing it for awhile. (Thoughts on this appreciated!)
Recently Ben's also been making strides with the player movement system, I think it's one element of the game which has improved a lot since the beginning. Now feeling a lot more polished than when we started with the default Unity FPS prefab.
The future of the game is looking good, and we're getting antsy to release it to the questing masses!
This week Ian talks about the new scoundrel class and some of its abilities as well as some changes to how movement in combat works.
This week Ian talks about the new navmesh generation and pathfinding system, a low health 'danger zone' system, and perks.
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