Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Development Info Heroes of a Broken Land Updated to Alpha 0.6.0

Crooked Bee

(no longer) a wide-wandering bee
Patron
Joined
Jan 27, 2010
Messages
15,048
Location
In quarantine
Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire MCA Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire
Tags: Heroes of a Broken Land

Heroes of a Broken Land, the multiple party indie RPG you may remember, has seen a good deal of progress since we last posted about it, having just been updated to alpha 0.6.0:

Alpha 0.6.0 is out, with lots of updates!
  • New Recruits – you can now select the class of Lv1 recruits, plus new recruits now have the chance of special traits – both positive and negative.
  • Rescue Parties – Party death is no longer final, you can now form rescue parties and retrieve your fallen heroes by finding their final resting place and returning them to town
  • Level Up – you now control how character attributes are assigned on level up, giving more control over your player’s progression
  • Improved quest system with a new quest log, this will allow for better, more complex quests, including a more involved main quest.
  • A new playable race: The Golem. Golems are not living creatures, they are built-to-order automatons that you can customize for your needs.
  • Loot quality and quantity rates have been tuned, so you should be getting better treasure more often
  • Plus lots of minor and major fixes to the game
http://wingedpixel.com/heroes-of-a-broken-land/

If you're a fan of first person turn- and party-based RPGs, you may want to give Heroes of a Broken Land a try. The developer also wants your feedback:

Heroes of a Broken Land is still in Alpha, but the core gameplay is quickly solidifing, and I think the current version is fairly representative of the final product - at least gameplay wise. The graphics are being improved, especially the hero portraits, and an updated will be released soon. I do really want to get as much feedback on the general gameplay and especially mid and late game balance.

So to all you rpgamers who enjoy M&M or Wizardry style dungeon crawling, but haven't tried out HOBL please do. In all honestly the opinions of the fans of classic dungeon crawlers are really important to me! As a solo developer actually tesing all the various party combinations especially at higher levels is pretty much impossible, so any feed back is very much appreciated.​

So if you have any preferences, now is the time to voice them!
 

Crooked Bee

(no longer) a wide-wandering bee
Patron
Joined
Jan 27, 2010
Messages
15,048
Location
In quarantine
Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire MCA Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire
WingedPixel As far as suggestions go, can you maybe make character development more involving, if that isn't too much out of scope of the game? I'll see if I can do a write-up on what exactly I'd like in any considerably detail, but something like e.g. skills like in Wizardry 6-8, maybe? Or some basic positioning like in Wizardry 8 or Centauri Alliance (an old Apple II/C 64 RPG by Mike Crawford)? Or maybe class-specific skill trees like in Etrian Odyssey? Anything to make character development and combat not just about attributes, basically, and make your character development choices more agonizing.
 

WingedPixel

Winged Pixel
Developer
Joined
Apr 27, 2013
Messages
84
Location
Toronto Ontario
I do plan on making character development more involving. The latest version added attribute selection, which is nice and all, but the game system needs to be adjusted to make attributes more important. Currently your HP, MP attack & defense are primarily based on your class and level, attributes just give a minor bonus. I will change that so that your attribute selection is more important.

I'm leaning towards a very simple skill selection, where you choose one skill for from 2-3 skills every few levels. These will be class-unique skills, so you won't be able to learn them any other way. Currently the class skill selection is fixed, so all characters end up very similar. Just like you mention the trick is to make the choices agonizing.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom