Post Mortem – Herald of the Depths

A couple of days ago (30th April) I released my ZX spectrum inspired roguelike on Steam and Itch.io. It has been an extremely busy couple of months but somehow I managed to finish the project in this timespan.

Some things went really well and others badly, but I’ve learnt a great deal from the intense experience. I’ve written up a bunch of my thoughts for you below.

You can check out the game the game on Steam and Itch.io.

A screenshot of the game

What Went Wrong?

I don’t have any particular experience writing fantasy worlds, apart from a fair amount of Dungeons & Dragons I played as a teenager. Looking at other roguelikes I think I took narrative largely for granted. Now, when I play something like Spelunky, I see much more intentionality and effort to create a world and story for the player.

I thought that if I created an interesting world with enemies and traps, the narrative would naturally come from that.

A month or so before the end of development, I watched this talk by Jim Shepard about Tone and Humor in Dungeonmans. He talks about indie developers utilizing their own sense of humor to write funny, short text in your game. By writing what you know, and following your own strengths you can make interesting fantasy stories while avoiding cliches.

When Herald started development, the game was actually about dogs and had a weird funny sense of humor to everything being dog themed (all the enemies and NPC’s etc. where different types of dogs). I moved away from the dog theme in the first week because playtesting revealed no one knew what anything was, because everything was so weird. No one could work out how to play the game.

Some early sketches (when the game was about dogs)

I missed the point though, and instead of replacing the theme with something as funny and interesting but easier to learn, I completely removed it and forgot. The theme was then auto-filled with more reasonably generic fantasy design.

A couple of fun elements remain, like playing as a rock princess, but these are few and far between. If I had the budget, I would remake the theme of the game right now!

Meaningful Stats and Effects

Choosing different classes and races, upgrades and leveling up. All these choices are interesting because the stat changes that you get as a player. However, in Herald there isn’t a whole lot of meaning from these stats. There are a couple of interesting ones, like additional arrows or additional freezing, that are good because they have more actual gameplay effect.

In the future I will work to make these player stats more meaningful, and provide additional information on what they do and how they work. (you can press TAB in game to view your stats at any time, but without any context this means very little to new players).

Dungeon Generation

This topic is huge and I think I’ll write a separate article about it in the future. For now though, there are two main changes that I want to make.

  1. I wish the levels had more flow to them. Right now you just move from left to right and explore each level. Looping hallways and lock and key rooms would be simple versions of how to make the levels more interesting.
  2. Open world. This is obviously a massive massive change, and something that would take months if not years of development. I do think though that Herald is an interesting base of a game and could easily be expanded. Open world with better flow and progression is one way I am interested in pushing both the gameplay and the narrative. If the game was open world I could include more options for character development past the character creator. I would also love to visit a reptile village in game that the lore talks about.

What Went Well?

Publishing the Game

I finished the game and published on both Steam and Itch.io. Making games is multi-disciplinary and there are numerous ways that game projects can fail and never see the light of day. I’m proud that I was able to finish and publish the game.

Marketing Plan

Before Herald of the Depths I had never made marketing plan of this scale and didn’t know what to expect. My marketing friend gave me a bunch of helpful advice but I didn’t have any expectations for the plan.

In the end, sharing my progress on social media and with people online was a very positive experience. Infact, it’s one of the core reasons I was able to stay motivated and excited throughout the project. It made solo development less isolating and was fun to talk to people about the game.

Sometimes writing update blogs was difficult, and felt as though time would be better off spent on the game, but as long as things are balanced, marketing effort is worth it.

Core Mechanic Design

Having a vision of the core gameplay and working to execute on that. At the start of development, I wrote that I wanted to design engaging, strategic core gameplay in a roguelike format. I had a lot of ideas how I could achieve this. Much of the theory came from Clockwork Game Design (a really excellent game design book), but I also tried to pull from the roguelike design community and my favourite part of other roguelikes.

All this worked out, partly by chance I’m sure, but through work and iteration by the third week on the game I had a solid core mechanic. I then spent the following weeks testing and playing around with this to see how it worked in different situations in the game.

I think having a solid vision for what you want the game to look like, even if that is partly a gameplay aesthetic, then you can be focused with the design. Cutting unnecessary things and testing + iterating on the ideas you think might work. Iteration here is key.

Smart System Planning

I am not the greatest programmer, and this effected many decisions I made on the project. However, I spent the time to plan out systems and design things in flexible ways after the prototyping stage. This saved time in the long run and made the hard part at the end a little easier.

A sketch of level layouts

Playtesting

Unfortunately, I never posted an online demo of the game, something I would if I could run the process again. However, I did do over 10 playtesting sessions, of various sizes, throughout. These sessions were really what made the game.

From feedback and observation I changed many features that didn’t work or were unlearnable. The ability system in the game was largely shaped by feedback, including having quicker cooldowns making them more fun to use.

The next game I make, and the future updates to Herald, will all use playtesting as much as possible.

Level Generation

The level generation wasn’t perfect but practically works very well and allows for a good amount of content design as well as large possible permutations. I am particularly pleased with the way that the temples fit themselves into the levels. They feel so man-made and out of place but also like they were built there. Watching testers find a temple for the first time is always great to watch.

I want to add more things like the temples to Herald in the future as I think they make the experience quite unique. Interesting artifacts and places, that also contain game meaning (like the temples containing traps and upgrades), is a great thing for roguelikes.

Lack of USP

When developing the marketing plan, I thought the games unique art and theme would make it stand out in the roguelike market. This wasn’t wrong but I had overlooked the fact that the games development would be shared with the wider gaming community and therefore would need to standout in other ways too.

Games sell and appeal to customers via their projected aesthetic. This required careful crafting from the beginning of development and a lot of intention as a developer.

I had researched and planned the image of the game but I hadn’t spent enough time prototyping this style and seeing how it worked in demo videos etc.

Last Thoughts

All in all I am immensely happy to have released the game. I am frustrated by some of the bad decisions I made (like the tone and some of the level generation), but I can fix these in the future and learn from these mistakes!

I hope that this has been interesting for you and your own development! I also hope you enjoy Herald of the Depths if you do play it 🙂

Thank you for reading,

Jacy

Herald Update 9

Wow here we are! The game is complete!

I’ve been very inactive online for the last 2 weeks, probably not great for promoting the game ;), but it meant I could hunker down and focus on finishing so I’m glad I did.

I’m in the process of writing up a post mortem about the whole project which I’ll post on here in the next couple of weeks. This will go into details about how things went and what I wish I’d done differently, because in the end, I wish I had made a lot of different decisions.

All that out the way, you can add Herald of the Depths to your wish-list on Steam!

I’m so excited for the release next week! Thank you all for all the help and support throughout development!

Jacy

Herald Update 8

Hi again!

Snappy post today as the week has mostly been fixing and polish, here are some cool new features added since testing last week:

Game over screen shows where you got to and what killed you! (there are also new death animations and particles to show the player where they died)

game over screen

Npc’s now show their names and have Character Portraits!!! This was time consuming but should make those npc interactions better.

npc portraits

Looks like the release date is going to be the 30th April! Stay tuned next week for the official release announcement and active Steam page! And as always, follow me on Twitter!

Hope you have a great week,

Jacy

Herald Update 7

Saturday already! Things are busy as ever!

This week I am working to finish the game! So far I have completed close to three A4 sheets of bug fixes and errors, and those are just the things that I have noticed from my own testing!

I am also missing music, which I shouldn’t have left this late, but that needs to get done this coming week. I’ve been keeping up with the sound effects through which is good 🙂

So what does the game look like now? This morning I did a just for fun session with the game and recorded it. I made a Human Archer and it was actually weirdly fun to play. I didn’t get that far (just to the molten caves) but it was a good run none the less. I’ve edited it up quite a bit to make it shorter and better to watch.

Archer run

Another exciting development of this week has been fully adding the ending to the game. I don’t want to spoil too much but it was important to really tie in the Faction system to the ending and after sitting down with a writer friend for an afternoon, the last pieces of the story have come together!

Looks like I’m aiming for release on the 30th April 2019 but will confirm this date next week 😀

Don’t forget to follow me on Twitter for other little updates too!

-Jacy

Herald Update 6.5

Hey all! I missed out on posting last Saturday so here’s a mini post before tomorrow.

Things have been going well with the game but, as can be expected, is very time consuming.

I think the majority of my time has been on polishing and fixing the quest and upgrade system, as well as making the stats work correctly!

Tutorial Dev

Today I’ve been reworking the tutorial. One thing that I’ve learnt is to never leave tutorials till the end of development, yet this always ends up happening. Roguelikes in particular need elegant as possible tutorials because of the large amount to learn.

In the end I’ve settled with an optional tutorial room with some NPC’s and short text through magic books that teach the player.

tutorial book example

This system isn’t perfect but I honestly don’t know what more I can do to it to make the game better.

Steam

I’m working through the Steam upload process at the moment too which is a lot of work but totally worth it. Later tonight I am working on the trailer – almost there!

Thanks for reading I’ll see post more tomorrow!

Jacy

Herald Update 6

Hi everyone! Here’s some stuff from this week:

New lighting is looking nicer and is more functional (worked well in testing this week)

new lighting

Procedural Quest System is now working and you can do character quests! You can read about how it works in my post on Reddit RoguelikeDev.

quest giving

Apart from that this week has been mostly about polishing and play-testing. Things need a lot of work and fixing, little things that I can avoid make a big difference to new players. My next goal is to have the tutorial working so completely new players can test.

Hope you all have a great weekend! Don’t forget to follow me over on Twitter too 🙂

-Jacy

Herald Update 5

Another busy week for Herald of the Depths!

I talked last week about adding more narrative elements to the game, and this week has been exactly that. I have added:

  • Character Creation
  • Quest System (still needs a lot of work)

I haven’t done much testing, but the changes seem to be achieving the greater focus from players that I wanted. Needs a lot of polishing and art however! This week I made 25 different player sprites, here are my favourites:

  • Reptile Princess
  • Aphid Farmer
  • Rock
  • Dwarf Archer

I made a fun thread on Twitter where you can choose your character using emoji’s if you wanted to give it a go!

Thanks for reading!

Jacy

Herald Update 4

Hi everyone!

Another hectic week over here but managed to make some good progress.

new: poison gas dispersing over time

Firstly, I decided the game is in need of more narrative. Some sort of narrative systems will help with adding contrast to the action side of the game, adding lore and world building to the story and, hopefully, player focus and feeling of ownership.

That last part about ownership came from one of the play-testing sessions this week, where none of the players felt particularly invested in what they were doing. I’ve been trying to work something out and settled on a new NPC quest system that is built into the current levels.

This solves a lot of problems and also allows for interesting decisions to be made: do I accept this quest and possibly die trying, or not accept it and possibly be under-levelled later? This should be in the game by next week so I’ll let you know how it went.

new: cult seance happening in the caves

The other main things I have been working on:

  • Scaling in a fair way across the game to create challenge
  • Charmed enemies now fight for you!
  • Gas systems! So far Poison Gas (from traps) and Explosive Gas (from a certain evil creature)
  • Special upgrade rooms (5 so far)
  • New control scheme added after play-testing reminded me it was horrible (used Z,X,C and arrow keys now)
  • Branching paths for the player to take different routes through the game (again variation and decision making)
new arrow attack effect

Thanks for reading! I also wanted to mention that the demo will probably at the start of April now as my workload is too much to do it right now!

Any fun ideas for interesting Gas types? Or cool trap rooms? Leave a comment!

Jacy orc-walking

Herald Update 3

Hi everyone!

This week I have been working on art and adding content to the areas. Check out some of my sketches and enemy sprites below:

some enemy doodles in my notebook
enemy sprites

I think my favourite are the mummy (who lurks in the crypt and chases the player intro traps)

Scary mummy

And the Lich who can spawn shields around his fellow minions (making them invulnerable for some turns)

Lich Sprite

I’ve also been working on the title screen and some intro cut-scene things:

title screen
some frames from the intro

Here’s some footage of the latest weeks developments

short video of the current state of the game


Thanks so much for reading! As usual, more next Saturday! Also follow me over on Twitter @DepthsHerald

-Jacy

Herald Update 2

Hi everyone!

The majority of this weeks work has been making the new HUD and changing the camera view parameters. Check out some screen-shots of evolution:

HUD from last week
HUD at the start of the week
designing the new HUD
current HUD

Changing the camera view like this has game play implications so I’ve been tending to what it means to see more of the map. Here’s a clip of me using skills with the explosive barrels:

game play clip

I have more development time next week and will be adding more content especially to the levels, to make the world feel more alive. See you next Saturday!

Thanks for reading!

You can now follow Herald of the Depths over on Twitter