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Gnoblins FAQ

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Ashaman73

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Here the first draft of the FAQ for Gnoblins:

Gameplay

Is it a RTS game, or RPG or dungeon cralwer , shooter ?
In its heart it is a dungeon crawler in 3d, a roguelike, with RPG elements. But there are some tweaks.
The most important one is, that you are not alone. You can build up a small community of gnoblins,
which introduces elements of a RTS game. And no, it is not a shooter.

So, you are running around with an army of gnoblins ?
No, the gnoblins live in your home dungeon. They work for you, but the want payment and they demand
some level of comfort. The comfort level is represented by the reputation of your dungeon.

So, no gnoblins will follow you, you are running around in the dungeons alone ?
You can take a single gnoblin with you as companion.

Do you only play in a single dungeon ? How is the game structured ?
You play only in dungeons, but there are several of them. Each dungeon consists of several levels
and a certain setting.

Why do I need this gnoblins ?
There's no town, there're no merchants. The gnoblins are the only one who are willing to help you.
The most important aspect is the crafting. You find equipment, but with the help of the gnoblins you
will be able to craft better equipment, potions etc.

Can I only build caves in my home dungeon ?
No, later in the game you will have the option to change the appearance of your dungeon, e.g. in a more
castle like setting.

Are gnoblin just an other word for goblin ?
No, gnoblin describes a fanatsy race of its own. There are goblins in the game too.

Well, what are gnoblins then ?
Gnoblins are a mix between gnomes and goblins. They are not as aggressive and dumb as goblins, nor are the as skilled and intelligent as gnomes.

Permadeath

What is perma-death ?
Perma-death is a game feature, that when your character dies, you will no longer be able to continue playing this character.
This is tightly coupled with the save game. The game automatically saves the game state, but you don't have the option
to save/load mulitple states of the game.

So, one unlucky hit by a monster and it is game over ?
Not at once. The game features several difficulty levels. In most modes you will have several lives. If you die, you will
respawn until you run out of lives. In easy mode your lives will be reseted at certain stages of the game, in hard mode
you will have a set number of lifes for the complete game and in rogue-like mode you will have only a single life.

Do you really have perma-death in, and that in the year 2013, why ?
Yes, once your character finally dies, it is game over. The reason is quite simple, you design and play a game
with perma-death in a really different way as a game without this feature.

Art

What art style is it ?
It is a NPR style. NPR stands for non-photorealistic rendering. It is not a cell-shader or toon shader, but it uses outlines
and handpainted textures. The detail level of textures,characters and environemnt is low to support this style.

Is this placeholder art ?
Emm... no, sorry. The qualtiy of the art might improve over time, but expect that the art style will not change dramatically.

The art style is ok, but the outlines give it such a toon look, can you please remove them ?
You can turn them off in the options.

Misc

What is the current state of the game ?
The game is in the alpha stage. An demo of the game will be/is released in Februrary 2013.

What is the difference between alpha and beta stage ?
A game in alpha stage is not feature complete, content is missing, have more bugs, the art is not as polished as it should be etc.
A game in beta stage should be feature complete, but you still need to test and tweak the content and gameplay.

What is your target price tag ?
In is not decided at the moment, but I think that the final game will most likely settles down in the teens.

What about early access ?
We evaluate the possiblitly to release it as alpha funding download on desura. You can then get the game and ongoing updates
for a lower price tag.

Will there be a kickstarter campaign ?
Kickstarter is currently not planned.

Final thought

Are these really frequently asked questions or have you invented them all ?
Not all, but most :-)

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5 Comments


I dont see the question "Will you have my babies"... so i am not sure this is a complete FAQ!

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I love you for your perma-death.  As much as I curse and swear when I die in rogue-likes, to this day they are the only games that can really keep my attention for longer than a couple weeks. If there isn't any risk, how can there be any reward?

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'several' dungeons and 'several' levels each, taken with the 'roguelike' statement, as a gamer by reading your faq I'm not sure if the levels are procedural generated or not.
 
Do you only play in a single dungeon ? How is the game structured ?
You play only in dungeons, but there are several of them. Each dungeon consists of several levels
and a certain setting. [The dungeons are hand-crafted] or [The dungeons are re-generated each time you enter them] or [The dungeons are randomly generated differently in each new game you start]
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I love you for your perma-death.  As much as I curse and swear when I die in rogue-likes, to this day they are the only games that can really keep my attention for longer than a couple weeks. If there isn't any risk, how can there be any reward?

That is the reason, it is currently in. But I encounter a lot of incomprehension for this feature. I already thought about a button at the beginning "Press this button to win and watch a slide show of the content or go beyond and experience the game ..." :)

 

 

'several' dungeons and 'several' levels each, taken with the 'roguelike' statement, as a gamer by reading your faq I'm not sure if the levels are procedural generated or not.
 
Do you only play in a single dungeon ? How is the game structured ?
You play only in dungeons, but there are several of them. Each dungeon consists of several levels
and a certain setting. [The dungeons are hand-crafted] or [The dungeons are re-generated each time you enter them] or [The dungeons are randomly generated differently in each new game you start]

Well, I've made an almost 180 turn concerning procedural content. The whole game started with almost only generated levels (based on maze generation + templates), but the levels felt too random, it was really hard to beat some sense into them. I think that it is not a problem of PCG in itself, but will become an issue when used in certain contexts. Even making this worse, the generator was an external tool which needs ~10 minutes to generate a level.

 

The current way is to design the level with a tile editor and add some random dungeon parts (templates), which will be included when you start a new game. (much like the overworld of diablo III). This is all part of the game and happens almost on-the-fly (starting a new dungeon needs some seconds more).

 

With this process I was able to archive much more what I wanted in less time with more satisfying results. Building upon this, I will try to push it during the upcoming alpha stage, most likely utilizing more templates, going into the direction of diablo III or torchlight dungeon generation.

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I have often wanted to make such a version of a game where you could die, but the rewards for staying alive were massive. I am not sure what I would do though... one mistake and its all over. Man that would be tough.

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