Difference between revisions of "Empires of Eradia: The Cataclysm of Chaos"

From RogueBasin
Jump to navigation Jump to search
(140 intermediate revisions by 2 users not shown)
Line 1: Line 1:
== Empires of Eradia: The Cataclysm of Chaos, by Jason Roberts==
{{game-beta| name = Empires of Eradia: The Cataclysm of Chaos
|developer = [[Jason Roberts]]
|influences = [[Too many to count]]
|theme = [[Fantasy]]
|released = Sept 12, 2018 (Alpha V13)
|updated = Sept 12, 2020 (Alpha V43H2)
|licensing = [[Currently, Freeware]]
|language = [[Python 2.7 and Libtcod]]
|platforms = [[Windows]]
|interface = [[ASCII]], [[Keyboard]], [[Partial Mouse]]
|site = n/a
|length = countless hours, designed for multiple playthroughs
}}


According to RogueBasin, my title would be classified here as Beta. It is quite stable, playable, and fun, but it is missing a lot of the endgame-related stuff, which is why I consider the game to still be in Late Alpha status. I try to do weekly releases, and participate in Sharing Saturday on RoguelikeDev subreddit, so if I forget to upload here, then you can visit Sharing Saturday and grab the latest build there. The reason for the name change is primarily to avoid confusion with Cataclysm: Dark Days Ahead!
== Important Links==


I also now have a subreddit for my game! https://www.reddit.com/r/EmpiresOfEradiaCOC/ (If you can't post for some reason, send me a PM)
EOE:COC Discord = https://discord.gg/Qthezuh


List of Currently Missing Features:
EOE:COC Subreddit = https://www.reddit.com/r/EmpiresOfEradiaCOC/


* Legendary Runes, Artifacts, and Challenges
3 Month Update = https://www.reddit.com/r/roguelikes/comments/ip0lde/empires_of_eradia_the_cataclysm_of_chaos_3_month/
* Endings, and End Goals Menu
* Primal Chaos Abilities
* The Harvester and the Chaos System
* The Collector and Rare Portals
* Ability to Enter Portals and Deactivate Them
* And more (will update list later)


List of Partially Implemented Features:
Changes to Development Cycle = https://www.reddit.com/r/EmpiresOfEradiaCOC/comments/ip96rt/development_cycle_changes_going_forward_with_v44/


* Interface Overhaul
Anonymous Feedback Questionnaire (new one) = https://docs.google.com/forms/d/e/1FAIpQLSf1Lb6axmJA5asSog3ycqF5zF0Qu8sTGl1cy7Aur8EiBhE2sA/viewform?usp=sf_link
* Help Directory and Interactive Tutorial Series
* Crafting System
* Uniquely useful Techniques
* Unique Biomes with their own specific challenges
* Magical Item Tiers and Enchantment Affixes
* And more (will update list later)


Current Latest build is Alpha V20H (as of Oct, 28 2018), and a binary (.exe) can be acquired from this link (windows only at the moment)
== Major Changes in Most Recent Update (V43H2)==
= https://www.mediafire.com/file/mmc5kg19fxghxk0/BinaryV20H.zip/file


I am looking for feedback on the game; bugs, suggestions, problems run into, etc. I can be reached by PM on reddit (I'm Palandus) or by email: jason.roberts10000@gmail.com. I'll try to remember to update the RogueBasin as I release new builds. I use Pyinstaller to build the game, and as I only have access to Windows, I can only build for Windows.  
* Implemented Map Hazards; usually optional ways of increasing challenge on maps.


NOTE: If you launch the game and the window doesn't look right, try using fullscreen mode (ALT+ENTER) and then exiting fullscreen mode with the same keybind, should fix the issue. The issue has been reported by some users, while others haven't encountered it.
* Implemented Map Restrictions; optional ways of getting great rewards if maintained.


NOTE2: I am looking into determining how to cross-compile binary builds for Linux / MacOS, and am hoping to have it ready for next build in a week. If I figure it out in a day or two, then I'll upload the builds immediately.
* Switched to rectangular fonts; should greatly improve readability of everything.


{{game-beta| name = Empires of Eradia: The Cataclysm of Chaos
* Greatly reduced amount of unnecessary text in most menus.  
|developer = [[Jason Roberts]]
|influences = [[Too many to count]]
|theme = [[Fantasy]]
|released = 12/09/2018
|updated = 06/10/2018 (Alpha V19)
|licensing = [[Currently, Freeware]]
|language = [[Python 2.7 and Libtcod]]
|platforms = [[Windows]]
|interface = [[ASCII]], [[Keyboard]], [[Partial Mouse]]
|site = n/a
|length = countless hours
}}


== Description==
== Description==
A great rift has appeared in the Human monarchy, spewing forth vile creatures. You enter the rift, where the laws of the material plane do not necessarily apply. You must close the rift, and escape, but is there really a way out? You'll just have to find out!


== Features==
A great rift has appeared in the Solarii monarchy, spewing forth vile creatures. You enter the rift, where the laws of the material plane do not necessarily apply. You must close the rift, and escape, but is there really a way out? You'll just have to find out!
* Can play however you like, as either a lethal mage, a stealthy martial expert, or perhaps as a complete pacifist.
 
* Anyone can cast spells, use any item, or perform any action, however, only those who specialize into something will be good at it.
== Primary Development Focus==
* Unique permadeath, resulting from achieving too much stress.
 
* Profile system, that allows you to achieve progression between playthroughs.
As it has been heavily requested, I am working towards implementing a new Interactive Tutorial System into the game. There is a pair of Interactive Tutorials in the game and a bunch of external help text files, but the game seriously needs a better tutorial, so that is why it is my current Focus.
* Played as a sandbox infinite dungeon crawler, where the player pursues their own goals and creates their own story, trying to achieve one of many victory conditions.
 
* Has large battlefields, rather than rooms, with various tactical opportunities to handle the myriad of foes trying to kill you.
It requires 5 key components before I can begin to assemble it:
* Primal Chaos foes increase in difficulty as you kill them and monsters increase in difficulty if you stay on a level for too long.
* Data Unload/Reload [Done]
* Comes with a series of Interactive Tutorials and a Help Directory (neither complete though), to help new players and returning players understand game mechanics and be successful.
* Map Rulesets [Done]
* Much more! (will update this list in the future)
* Map Storage Changes [Done]
* Map Specific Task Lists
* Event Handling System
 
The game has a pair of existing Interactive Tutorials, but they don't cover enough of the mechanics to be super useful.
 
Once the Interactive Tutorial System has been built fully, then I'll choose a new Development Focus.
 
== Top Ten Features==
 
* You have a ton of character build freedom and can play as you like, even being a complete pacifist, and can win the game. Specializing however is still the most optimal way to survive and excel.
* The gameplay is a sandbox experience; pursue your own goals, work towards a victory condition you like, and explore as much or as little as you want.
* Unique permadeath, resulting from achieving too much stress. This allows players to learn from their mistakes, correct them, and eventually succeed. As you get more stressed, it activates stress mechanics.
* Profile system, that allows you to achieve progression between playthroughs. This ensures that even if you go insane in a playthrough, you'll still have acquired some progression that will help the next run.
* Utilizes a more unique map generation, opting more for large battlefields, rather than tight corridors of most dungeon crawlers. Walls block vision, but not movement, allowing for tactical opportunities.
* You must serve as entertainment for the Chaos God; if you don't they will make things harder for you. This effectively works like a food clock, but without the annoyances of instant death if it runs out.
* Chaos is accrued by various actions. It cannot be reduced, and only gets worse as you progress farther, building tension, and unlocking challenging mechanics. It will clear on death however.
* The game offers many valuable and useful interactable objects. The most valuable are Secret Areas, which can be found by getting close enough to the Secret or by following directions in the Collectibles Report.
* The game has Map Hazards, which are usually optional. These make the specific map you are more challenging, and some work in synergy with other mechanics or other hazards, making them even more challenging.
* The game has Self-Imposed Restrictions, which are optional. Completing one grants great rewards, but breaking your Restriction, punishes you severely.
 
== All Other Features==
 
* You can perform four forms of crafting; Alchemy (includes Light equipment), Smithing (Medium and Heavy Equipment), Enchanting (of Equipment and Profile), and Fabrication (of Epics and Artifacts).
* I've gone for a "more is less" approach to techniques (my "spells"). So there is 4 melee, 4 ranged, and 4 spell techniques, that are each powerful and situationally useful.
* You encounter four types of foes; Horde, Primal Chaos, Treasure Fiends and Bosses. Each with their strengths and weaknesses and role in overall gameplay.
* You can change the Element of your Techniques and each Element applies a different debuff to enemies.
* Root Menu; used to access most of the other menus, from one handy location. Hit Enter key to access it.
* Game has auto-pickup; you immediately grab anything within range.
* Game has salvaging; you can convert any item you do not need anymore into useful crafting resources.
* Can craft a single item for extra bonuses, or batch craft multiple of the same item, in a single turn.
* Has periods of heavy intensity and other periods of extreme calm.  
* Large battles against potentially hundreds of foes.
 
== Features That Need Reworking==
 
These are functional, but haven't been touched in at least a year, and could use a serious overhaul.
 
* Journal menu; that contains all of the game's current lore and story.
* Antiquated Tutorials that teach basic mechanics, but not much else.
* Objectives menu; gives you optional tasks to do for XP, Runics, and Greater Completionists.
* Trial Victories; gives you 6 ways to complete the game.
* Traps; only concentrated damage ones at the moment.
* XP Overhaul; currently the game gives too much character XP.
* Itemization; items are fairly lackluster, but will improve them at some point.
* Improved Stress Systems; as stress is the determinant in many effects and eventual permadeath, this system needs to be better.  
* More Map Hazards and More Self Imposed Restrictions.
 
== Features That I Intend to Add==
 
* Monster Abilities
* Elite Modifiers
* Vulnerable Bosses
* Greater Combat Depth
* Elemental Allies
* Barriers
* The Warped; Mini-Bosses
* Challenge Portals
* More Legendary Runes
* More Standard Portal Types
* More Rare Portal Types
* Milestones (rewards for Trial Victories)
* Much More Story and Lore
* Deeper Pacifist Experience
 
== Current Known Issues==
 
Most of these will get addressed once I reach Beta status (well my impression of Beta, not roguebasin's; I consider the game to be Late Alpha). Once I reach Beta, I'll be more focusing on balancing, story implementation, and implementing feedback from players, so I'll have more time/energy to focus on other game issues, such as these issues below:
BUGGED SCREEN = If you launch the game and the window doesn't look right, try using fullscreen mode (ALT+ENTER) and then exiting fullscreen mode with the same keybind, should fix the issue. The issue has been reported by some users, while others haven't encountered it. I am looking into providing resolution scaling, which should in theory solve this issue, but haven't currently had the time to research how to implement resolution scaling, except that I know that libtcodpy does offer resolution scaling.
 
CROSS COMPILING = I am looking into determining how to cross-compile binary builds for Linux / MacOS, and am hoping to have it ready before I reach Beta status. If I figure it out in a day or two, then I'll upload the builds immediately. Thus far I've not figured out how to do so yet.
 
I have a more comprehensive listing of all Known Issues, viewable ingame, from the Main Menu. I also keep comprehensive lists of Changelogs and Credits, viewable from the Main Menu.

Revision as of 18:05, 15 September 2020

Empires of Eradia: The Cataclysm of Chaos
Beta Project
Developer Jason Roberts
Theme Fantasy
Influences Too many to count
Released Sept 12, 2018 (Alpha V13)
Updated Sept 12, 2020 (Alpha V43H2)
Licensing Currently, Freeware
P. Language Python 2.7 and Libtcod
Platforms Windows
Interface ASCII, Keyboard, Partial Mouse
Game Length countless hours, designed for multiple playthroughs
[n/a Official site of Empires of Eradia: The Cataclysm of Chaos]


Important Links

EOE:COC Discord = https://discord.gg/Qthezuh

EOE:COC Subreddit = https://www.reddit.com/r/EmpiresOfEradiaCOC/

3 Month Update = https://www.reddit.com/r/roguelikes/comments/ip0lde/empires_of_eradia_the_cataclysm_of_chaos_3_month/

Changes to Development Cycle = https://www.reddit.com/r/EmpiresOfEradiaCOC/comments/ip96rt/development_cycle_changes_going_forward_with_v44/

Anonymous Feedback Questionnaire (new one) = https://docs.google.com/forms/d/e/1FAIpQLSf1Lb6axmJA5asSog3ycqF5zF0Qu8sTGl1cy7Aur8EiBhE2sA/viewform?usp=sf_link

Major Changes in Most Recent Update (V43H2)

  • Implemented Map Hazards; usually optional ways of increasing challenge on maps.
  • Implemented Map Restrictions; optional ways of getting great rewards if maintained.
  • Switched to rectangular fonts; should greatly improve readability of everything.
  • Greatly reduced amount of unnecessary text in most menus.

Description

A great rift has appeared in the Solarii monarchy, spewing forth vile creatures. You enter the rift, where the laws of the material plane do not necessarily apply. You must close the rift, and escape, but is there really a way out? You'll just have to find out!

Primary Development Focus

As it has been heavily requested, I am working towards implementing a new Interactive Tutorial System into the game. There is a pair of Interactive Tutorials in the game and a bunch of external help text files, but the game seriously needs a better tutorial, so that is why it is my current Focus.

It requires 5 key components before I can begin to assemble it:

  • Data Unload/Reload [Done]
  • Map Rulesets [Done]
  • Map Storage Changes [Done]
  • Map Specific Task Lists
  • Event Handling System

The game has a pair of existing Interactive Tutorials, but they don't cover enough of the mechanics to be super useful.

Once the Interactive Tutorial System has been built fully, then I'll choose a new Development Focus.

Top Ten Features

  • You have a ton of character build freedom and can play as you like, even being a complete pacifist, and can win the game. Specializing however is still the most optimal way to survive and excel.
  • The gameplay is a sandbox experience; pursue your own goals, work towards a victory condition you like, and explore as much or as little as you want.
  • Unique permadeath, resulting from achieving too much stress. This allows players to learn from their mistakes, correct them, and eventually succeed. As you get more stressed, it activates stress mechanics.
  • Profile system, that allows you to achieve progression between playthroughs. This ensures that even if you go insane in a playthrough, you'll still have acquired some progression that will help the next run.
  • Utilizes a more unique map generation, opting more for large battlefields, rather than tight corridors of most dungeon crawlers. Walls block vision, but not movement, allowing for tactical opportunities.
  • You must serve as entertainment for the Chaos God; if you don't they will make things harder for you. This effectively works like a food clock, but without the annoyances of instant death if it runs out.
  • Chaos is accrued by various actions. It cannot be reduced, and only gets worse as you progress farther, building tension, and unlocking challenging mechanics. It will clear on death however.
  • The game offers many valuable and useful interactable objects. The most valuable are Secret Areas, which can be found by getting close enough to the Secret or by following directions in the Collectibles Report.
  • The game has Map Hazards, which are usually optional. These make the specific map you are more challenging, and some work in synergy with other mechanics or other hazards, making them even more challenging.
  • The game has Self-Imposed Restrictions, which are optional. Completing one grants great rewards, but breaking your Restriction, punishes you severely.

All Other Features

  • You can perform four forms of crafting; Alchemy (includes Light equipment), Smithing (Medium and Heavy Equipment), Enchanting (of Equipment and Profile), and Fabrication (of Epics and Artifacts).
  • I've gone for a "more is less" approach to techniques (my "spells"). So there is 4 melee, 4 ranged, and 4 spell techniques, that are each powerful and situationally useful.
  • You encounter four types of foes; Horde, Primal Chaos, Treasure Fiends and Bosses. Each with their strengths and weaknesses and role in overall gameplay.
  • You can change the Element of your Techniques and each Element applies a different debuff to enemies.
  • Root Menu; used to access most of the other menus, from one handy location. Hit Enter key to access it.
  • Game has auto-pickup; you immediately grab anything within range.
  • Game has salvaging; you can convert any item you do not need anymore into useful crafting resources.
  • Can craft a single item for extra bonuses, or batch craft multiple of the same item, in a single turn.
  • Has periods of heavy intensity and other periods of extreme calm.
  • Large battles against potentially hundreds of foes.

Features That Need Reworking

These are functional, but haven't been touched in at least a year, and could use a serious overhaul.

  • Journal menu; that contains all of the game's current lore and story.
  • Antiquated Tutorials that teach basic mechanics, but not much else.
  • Objectives menu; gives you optional tasks to do for XP, Runics, and Greater Completionists.
  • Trial Victories; gives you 6 ways to complete the game.
  • Traps; only concentrated damage ones at the moment.
  • XP Overhaul; currently the game gives too much character XP.
  • Itemization; items are fairly lackluster, but will improve them at some point.
  • Improved Stress Systems; as stress is the determinant in many effects and eventual permadeath, this system needs to be better.
  • More Map Hazards and More Self Imposed Restrictions.

Features That I Intend to Add

  • Monster Abilities
  • Elite Modifiers
  • Vulnerable Bosses
  • Greater Combat Depth
  • Elemental Allies
  • Barriers
  • The Warped; Mini-Bosses
  • Challenge Portals
  • More Legendary Runes
  • More Standard Portal Types
  • More Rare Portal Types
  • Milestones (rewards for Trial Victories)
  • Much More Story and Lore
  • Deeper Pacifist Experience

Current Known Issues

Most of these will get addressed once I reach Beta status (well my impression of Beta, not roguebasin's; I consider the game to be Late Alpha). Once I reach Beta, I'll be more focusing on balancing, story implementation, and implementing feedback from players, so I'll have more time/energy to focus on other game issues, such as these issues below:

BUGGED SCREEN = If you launch the game and the window doesn't look right, try using fullscreen mode (ALT+ENTER) and then exiting fullscreen mode with the same keybind, should fix the issue. The issue has been reported by some users, while others haven't encountered it. I am looking into providing resolution scaling, which should in theory solve this issue, but haven't currently had the time to research how to implement resolution scaling, except that I know that libtcodpy does offer resolution scaling.

CROSS COMPILING = I am looking into determining how to cross-compile binary builds for Linux / MacOS, and am hoping to have it ready before I reach Beta status. If I figure it out in a day or two, then I'll upload the builds immediately. Thus far I've not figured out how to do so yet.

I have a more comprehensive listing of all Known Issues, viewable ingame, from the Main Menu. I also keep comprehensive lists of Changelogs and Credits, viewable from the Main Menu.