And here’s the present: get the game for free now! 🙂
Here’s your chance! Please head over to Wikipedia and create a new article for Lootbox RPG. I don’t want to do it because that would be self-advertising which is not allowed. A link to my other game Silversword would be awesome as well. As a reward, I could probably insert your name into the game in one of the next updates, how about that?
Thank you very much for your support my friends!
- removed old cheese
- removed regular Ratebox Popup
- fixed some errors in the main Quest
- Hotslots now update after assigning something to it
- added restrictions when finding runeboards so that you shouldn’t get duplicate runeboards
- show message if a shop has no items for sale
- fixed a bug with item stacks duplicating
- added some more long description texts
- fix for goblins in the throne room always dropping green items
- fix for hard mode not working after reloading
- Zombie potion and Dungeon Crawler Scroll no longer work in certain dungeons
- more fixes…
Yes, I know. Lootbox RPG will be FREE from Tuesday to Friday. Enjoy!
While browsing some Youtube Videos about game development with Unity3D, I noticed several recommendations titled “how to make a game in 48 hours” or “how to get your first game to market” or “how to become an indie developer”. But I started with “Basic Principles of Game Design”. In a couple of minutes, the speaker brought up some important things to keep in mind when developing a game – all which I can fully agree with. What annoyed me was the fact that most of the shown examples were taken from Triple-A titles such as Skyrim, The Witcher, Counterstrike or Half-Life. What effect did this have on me? On the one side, I nodded my head in full understanding of the described principles. On the other side, I shook my head when trying to imagine how much work had been put into the shown games. Which led me to recognize one of the causes of depression nowadays.
Media is driven by statements such as “You can get it if you really want”, totally denying reality and the personal skills of any human.
A better statement would be “If you have fun doing something, don’t stop doing it and you will become better at it. And if your goal is to reach a certain level of expertise in it – you might reach it as long as you’re having fun working towards it.”
The driving force behind Silversword and Lootbox RPG is/was my desire to play such a game. If I had found a game like Silversword (or Lootbox) on the App Store(s) at any time during their development, I would have stopped immediately and cancelled the whole project. “Luckily” I hadn’t and had to do all the work by myself. I like playing around with Unity3d and I like creating game mechanics to a certain extent. But it is nothing compared to the fun I have when actually playing games 😉
I don’t find satisfaction in creating a good piece of code or making a cool graphic asset or composing a nice melody or sound. Because most of the time I am aware that there are thousands of people who can make it better – and if I really wanted to, i could just send them a message and order some of their work. In fact, as a game developer you have to do that from time to time. Most of the sound effects and music tracks I use in my games are bought. Graphics in Silversword were bought from a professional artist or were a donation from friends. The Lootbox Tileset is an Open Source Project. I am not left handed at all when it comes to painting but after trying to create my first portrait of an angry looking orc, I decided that it wasn’t worth the time. Yes, if I would have really wanted…
So some things you can create by yourself. Others you might… but it would kill the fun in doing so – or it just would take too long because you’re not skilled enough to do it efficiently. So you buy them. This rule can be applied everywhere. In game design as well. And that is the main reason why you will NOT create the next Triple-A title by yourself, even if you really want to.
You just don’t have the resources.
It was – and still is – very hard for me to live with this knowledge. I started many projects with a vision of what the game should become – but soon realized that I couldn’t invest the time and the money that was needed to achieve this goal. The point is: I’m creating the games for myself. I don’t get paid for it. I do it in my spare time. Money wasn’t a driving force at any time. I had an idea what I’d like to see in the games – and I implemented it. When players submitted their feedback, I thought about it and only implemented their wishes if they covered my own taste.
Conclusion: don’t be disheartened when you realize that you surprisingly can NOT do whatever you want to. Stick to smaller goals – especially when creating a game. Make your game playable as soon as possible so that you can reward yourself for the work spent by just playing a bit. This worked out for me: I spent far too much time playing my own games 🙂
- Added hint for creating Rotten Meat to ration description
- Fix for rate box not working
- Fix for player not being able to hit/be hit (mostly due to old save games)
- Fix for consumables not being usable after exchanging with a storage chest
- Fix for random dungeon creation where some objects were not reachable
- Added level 20 to the Tunnels
- Some more bugfixes
The work continues… as always, thank you very much for your feedback 🙂
- Dad will now give a hint where to look for a present
- The novice runeboard will now be added to the inventory upon loading a game, when you already defeated the gravelord but got no runeboard
- The path to the pirate’s cove is now wider so that you won’t be trapped by any creature outside (if you happen to get stuck because you have more than one enemy on your heels, you’re out of luck – sorry!)
Rejoice! More fixes are here 🙂
- The Novice Runeboard will now be dropped by the Gravelord. If you have already defeated him and got no Runeboard, your dad will give it to you as long as you don’t have completed the tunnels yet.
- Splitting items will no longer make them unusable.
- Some bugs in the quest sequence were fixed.
After some months of development, the eagerly awaited big update is finally coming live!
PLEASE BE AWARE THAT LOADING OLD SAVE GAMES WILL NOT WORK!
This might be frustrating for some of you, but it was necessary due to the many changes that needed to be made. I am very sorry for this.
With the next version of Lootbox RPG, the self-called “satisfying” Dungeon Crawler, quite a bunch of new features will be introduced:
- a stationary treasure chest the player can access from different places
- a trade-skilling system with which the player can craft items from various resources
- the missing part of the main quest (why is dad so grumpy?)
- the ability to send your (magically enhanced) pet to the next merchant to sell your goods
- Zombie Mode – for automatic dungeon grinding
- the new power rune III – which will introduce some new spells that last indefinitely
- a spell for opening chests 😉
- several recipes for new cool equipment
- a spell to call a merchant by your side in times of need
- a mining skill that enables you to harvest resources
- better handling of save games – protection for overwriting save games with further progression than your actual game
- more UI sounds
- many bug fixes and enhancements to the game mechanics
Because of the many changes in almost every aspect of the game, it is strongly recommended that you start a new game with a fresh character. Old save games might become corrupt and you probably won’t be able to continue in your quest(s). I am sorry for this, but I am sure that you will have fun exploring the new game mechanics from the ground up.