Rogue Legend 2

Rogue Legend 2
415
backers

$11,834
pledged of $10,000 goal
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Wait! Hear me out!

Let's do a deconstruction

Deconstruction

Skyrim, Dark Souls, Zelda. What makes them great?

Skyrim, Dark Souls, Zelda

Their dungeons. Their sense of exploration.

Pain-stakingly hand crafted dungeons, created over the span of years. Often 5 years or more. There's an artistry to it. Puzzles, traps, interesting spaces and hidden things to find, each with unique visuals.

You wait for the next one to come out, binge on it for a month or two (or a week for some) and then are back to the waiting.

What about roguelikes?

Nethack

Like Nethack!

Roguelikes

Endless random dungeons generated each play. Each time you play it's different, but there's a flaw: they still get samey. They're generally a series of interconnected boxes. So while endless in concept, their actual playtime is equal to your patience, and usually still limited by the content. Same as the static ones.

Why not both?

If procedural games want to make it, they need to overcome this limitation. Interesting and unique content, with those puzzles, traps, and spaces to explore. Instead of an endless corridor of boxes, they need impressive visuals and unique appearances.

Imagine the crystal caves from Dark Souls, but created procedurally. You complete that and the next one is a totally unique take on Dodongo's Cavern from Zelda. And it continues on like this, infinitely. An endless supply of interesting dungeons, rather than square rooms with a color palette change.

The Adventure Lifecycle

In a normal RPG or D&D there's a full cycle in play: Explorers map the land and discover the dungeon, merchants sell the party gear and supplies, adventurers clear the dungeon and get the loot, and sell to the craftsmen that make the gear.

There's lots of games that explore these concepts on their own, but nothing has really tried to bring it all together. Imagine a game where you can run a shop, and sell goods to adventurers. Or you can be those adventurers, and go into procedural dungeons to collect loot to bring back to town to sell to the traders. Or you're a trader, buying and growing components to craft all new gear and supplies. Or just explore and live off the land. All in the same world, and you can do one or any of these things at any time.

Cooperating Playstyles

The benefit is everyone can play in the same world together without needing to be interested in the same things. Maybe combat and dungeons aren't your thing, and you'd rather set up a farm and raise animals, or brew potions, but still play with your friends. So one of you can be playing playing Zelda, while the other Harvest Moon, and both your contributions are meaningful and helpful to the other.

I love Harvest Moon, it's the ultimate chill-out game, and it's inspired almost every game since to feature farming or raising animals. Though you gotta admit, your animals are just sort of input machines. They sit in the barn, input food and brushing, output produce. I always wanted to take them wth me, not just riding around on a horse, but what about raising a Cow Warrior to go with you on quests, and more breeding options and stuff to do with them like Chocobo racing in FF7.

What are some solutions?

The right design

Procedural chunks, combined with themes and morphers. Prevents boxy-room syndrome and allows each dungeon to feel fresh both in content and visuals. You can even apply this to puzzles, enemies, and bosses. With enough of these stacked on top of each other, you could create both exotic locations and unique experiences.

4 game modes in one. Harvest Moon style chill out farming and building, grow crops, raise animals, build stuff, and sell it. A merchant game where you run a shop, buy inventory, sell your goods, play the market. Explorers hunt for rare components, find exotic locales, and live off the land. Adventurers buy goods, complete dungeons, and return to town with treasures in tow. Each should be its own adventure, without requiring you to grind out time in the other stuff. Sometimes I just want to run a shop and not worry about the other stuff!

Good news everyone!

This has been my dream game, and I finally decided to do something about it.

The good news (everyone): I'm already about half way there. I've been spending my time for the past 6 months and pouring everything I've got into it, and I've made a lot of progress to this end.

Factories and forging / construction

Factories and forging / construction

Farming

Farming

Running a shop

Running a shop

Raising animals

Raising animals

A timelapse of the bees working and collecting pollen

Combat

Working on combat

Night

I've been working on the other half. I've been posting updates and patching the game every single week, and adding stuff the players ask for while continuing on the core concepts. You can read the devlogs here: http://kassoon.com/rogue-legend-2/devlogs/ and see how the game has changed and evolved over time.

There's still a lot to do both visually and gameplay, but progress is being made every week. I have a core group of alpha testers that get new builds and updates each week. They give feedback and make requests, and I implement them. Almost all of them have gone in so far (the remaining being larger more long-term things that will go in eventually).

Want something complete and free RIGHT NOW? There's also the first game. More proof of concept, it's still free fun for a few hours: http://www.kongregate.com/games/HelpIMadeAGame/rogue-legend-tame-the-wild

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Prefer a monthly payment? You can now use Patreon

Anything else? Email kassoon@kassoon.com

FAQ

Will there be Steam keys?

Yes, if the game ends up on Steam then backers will receive Steam keys in addition to their other rewards.

What engine will this be in?

Unity!

Can I purchase additional copies for multiplayer?

Yes, just add at least $15 per copy to your pledge over your reward level and I'll contact you about additional copies. You can also enter your friend's email to have the reward sent to them.

Rewards

The Thanks ($1)

14 backers

Your name in the game! Everyone that pledges at least $1 will get a special thank you in the game.

The Game ($15)

126 backers

A full copy of the game, for PC, Mac, Linux, and Mobile. This is less than the game will cost at launch (as a thank you for your support), with regular updates on development. Additionally, all backers can get involved in the project by making suggestions and requests. Have your voice heard and ensure the final game is everything it needs to be!

The Beta ($17)

57 backers

Beta access and a full copy of the game, for PC, Mac, Linux, and Mobile. Get access to the game before it launches and directly influence the final version. All early access players get access to a special members-only forums where more direct discussion about the game's development takes place with sneak peeks and behind the scenes posts about game development.

Estimated delivery: Q1 2016

Adventure Guide + Beta ($20)

39 backers

A PDF Adventure Guide, full of instructions and tips. Plus the Beta access tier.

Estimated delivery: Q1 2016

The Alpha ($19)

77 backers

Alpha access and a full copy of the game, for PC, Mac, Linux, and Mobile. Get access to the game from the very beginning and greatly influence the final version with your input and experiences. All early access players get access to a special members-only forums where more direct discussion about the game's development takes place with sneak peeks and behind the scenes posts about game development.

Available now!

Adventure Guide + Alpha ($22)

50 backers

A PDF Adventure Guide, full of instructions and tips. Plus the Alpha access tier.

Alpha available now!

The Soundtrack ($24)

17 backers

The digital soundtrack, a PDF Adventure Guide full of instructions and tips, plus the Alpha access tier.

Alpha available now!

The Poster ($28)

22 backers

A digital copy of the high quality, signed movie-style poster, featuring the cast of characters and view of the world. Plus you get the digital soundtrack, PDF Adventure Guide, and Alpha access tier.

Alpha available now!

Your Own Item ($94)

9 backers Limited (16 left of 25)

A new item, of your choice. Want a special type of magic sword named after you, or just REALLY want to see oranges in the game? You've got it! Name your item (E for everyone please!), describe it, and I'll make it happen. You'll also get Alpha access, Soundtrack, Digital Poster, PDF Adventure Guide, and a copy of the game, naturally!

Alpha available now!

You, the NPC ($179)

2 backers Limited (23 left of 25)

Your face in the game! Your likeness will be hand-crafted onto an NPC in the game, complete with quest line. You'll also get Alpha access, Soundtrack, Digital Poster, PDF Adventure Guide, and a copy of the game, naturally!

Alpha available now!

Physical Poster + Your Item + You the NPC ($329)

0 backers Limited (10 left of 10)

A high quality, signed movie-style poster, featuring the cast of characters and view of the world. Plus you get BOTH the NPC likeness and New Item tiers!

Alpha available now!
Ships anywhere in the world.

Your Feature ($1,000)

1 backer Limited (9 left of 10)

Have your feature made! Is there something you've always wished was in a game, or something you really really want to see in Rogue Legend? You've got it! I'll work directly with you to make your dream idea a reality. This could be a game mechanic, a location, or any sort of special feature. You'll also get Alpha access, Digital Soundtrack, Digital Poster, PDF Adventure Guide, and a copy of the game, naturally!

Alpha available now!

One of everything, please ($30)

1 backer Limited (4 left of 5)

All previous tiers, $1,299 cheaper. Plus 10 additional copies of the game!

Alpha available now!
Ships anywhere in the world.