Crooked Bee
(no longer) a wide-wandering bee
Tags: Heroes of a Broken Land
IndieRPGs.com have posted an announcement for Heroes of a Broken Land, a first person turn based RPG that has you control multiple parties instead of just one, plus some town management. Esteemed community member Humanity has risen! has already played the alpha and called it a "really fun" "mix of Might and Magic and Master of Magic."
The developer also replied to some questions on our forums. Here's what he said:
The game's official website can be found here.
IndieRPGs.com have posted an announcement for Heroes of a Broken Land, a first person turn based RPG that has you control multiple parties instead of just one, plus some town management. Esteemed community member Humanity has risen! has already played the alpha and called it a "really fun" "mix of Might and Magic and Master of Magic."
One-man studio Winged Pixel (a.k.a. Andrew Ellem) writes in to announce the development of Heroes of a Broken Land. Do yourself a favor and look past the game’s rough graphical presentation for just a moment as we read:
Dude.
Let me just recap that last paragraph: Heroes of a Broken Land combines first-person dungeon crawling, a turn-based strategy overworld layer with town management, procedural world generation, and control over up to 36 characters spread across six separate parties.
This game is not screwing around.
Heroes of a Broken Land is up to Alpha version 0.1.0 – said alpha build is currently playable for free in-browser right here.
HoaBL is in development for Windows, Mac and Linux, with an estimated release date of Summer 2013. You can pre-order the finished game for $5. I’m tempted to suggest we all do that so Andrew can hire himself an artist. This game deserves graphics to match its gameplay ambitions.
Turn-based gameplay, with first-person dungeon crawling, a sprawling 2D overworld to explore, plus some town management too. You can control up to 6 separate parties at the same time, each with up to 6 individual hero recruits. The entire world is procedurally generated, so you get a new world each game.
Dude.
Let me just recap that last paragraph: Heroes of a Broken Land combines first-person dungeon crawling, a turn-based strategy overworld layer with town management, procedural world generation, and control over up to 36 characters spread across six separate parties.
This game is not screwing around.
Heroes of a Broken Land is up to Alpha version 0.1.0 – said alpha build is currently playable for free in-browser right here.
HoaBL is in development for Windows, Mac and Linux, with an estimated release date of Summer 2013. You can pre-order the finished game for $5. I’m tempted to suggest we all do that so Andrew can hire himself an artist. This game deserves graphics to match its gameplay ambitions.
The developer also replied to some questions on our forums. Here's what he said:
The multi-party facet of the game design isn't fullly utilized yet. The multi party system was designed so the player would have more options on how they choose to explore their world. Do you power up one party? Or do you spread your resources across many potential parites?
You are all right in that currently there really isn't any pressure to use more than one party. I do have ideas to make multiple parties useful (even required) - perhaps through multi party dungeons or even linked dungeons, where you MUST have more than one party clear a dungeon at the same time.
Also as for randomization: you're correct that at some fundamental level it really is dungeon after dungeon. I think that's true for most games, procedurally generated or not. If you don't enjoy the second-to-second gamplay, then then minute-to-minute doesn't matter. Same with the quest-to-quest gameplay.
That's one reason why I consider the game is still in Alpha. Currently the long and mid term goals are weak or missing, so every game feels the same, even though the world and dungeon layout is different. These issues need to be explored further, and need to be addressed in some way before HOBL is finished (or Beta). These are difficult problems, with no ready solution. That said, my priorty really is to make the short term decisions interesting and meaningful.
You are all right in that currently there really isn't any pressure to use more than one party. I do have ideas to make multiple parties useful (even required) - perhaps through multi party dungeons or even linked dungeons, where you MUST have more than one party clear a dungeon at the same time.
Also as for randomization: you're correct that at some fundamental level it really is dungeon after dungeon. I think that's true for most games, procedurally generated or not. If you don't enjoy the second-to-second gamplay, then then minute-to-minute doesn't matter. Same with the quest-to-quest gameplay.
That's one reason why I consider the game is still in Alpha. Currently the long and mid term goals are weak or missing, so every game feels the same, even though the world and dungeon layout is different. These issues need to be explored further, and need to be addressed in some way before HOBL is finished (or Beta). These are difficult problems, with no ready solution. That said, my priorty really is to make the short term decisions interesting and meaningful.
The game's official website can be found here.