Revenge of the Firstborn - a 3.5 SRD turn-based, Isometric RPG

Pretty cool development for the game this week. Zappastuff, the modder behind the unfinished business mod for Solasta reached out to me about creating mods for my game. He's got early access to the game now and I can't wait to see what he creates to expand the experience!
 
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Pretty cool development for the game this week. Zappastuff, the modder behind the unfinished business mod for Solasta reached out to me about creating mods for my game. He's got early access to the game now and I can't wait to see what he creates to expand the experience!
Thought about letting him develop actual side quests, areas, etc on the actual game? Don't get me wrong, mods are nice... But seeing such energy invested on mere mods while it could be included in the game, proper, it seems like a waste to me.
 
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Thought about letting him develop actual side quests, areas, etc on the actual game? Don't get me wrong, mods are nice... But seeing such energy invested on mere mods while it could be included in the game, proper, it seems like a waste to me.
The thought crossed my mind, but collaboration of that sort adds a whole lot of complexity. First, in coordinating efforts and keeping project files in sync (2 people working on something never results in exactly double the production). Second, a lot of the assets that I'm using in the game are off of asset stores and I have only paid for one seat, so in order to do that, I'd have to buy more licenses for some things.
 
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Are you going to do an early access release at some point? Even if you don't want to spoil the campaign, you could do an EA release for the "roguelike mode" only, right? Tons of free beta testing and feedback. For a one-person game it seems like it'd be pretty important...3.5e is complex enough to where I imagine early access players would find a shitload of bugs.
 
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Are you going to do an early access release at some point? Even if you don't want to spoil the campaign, you could do an EA release for the "roguelike mode" only, right? Tons of free beta testing and feedback. For a one-person game it seems like it'd be pretty important...3.5e is complex enough to where I imagine early access players would find a shitload of bugs.
I'd like to have everything done and do a normal launch. That's the advice I've read in places; it's really hard as a single dev to do development while following up on everything that's going on during an early access release. That being said, if I do end up doing an EA, it will most likely be what you said - the full roguelike "endless dungeon" and whatever I have complete for the campaign.

The other thing that's been drilled into my head is "early access launch IS your launch" and you're right, that an EA release would probably find a ton of bugs, which could tank the game's chances by getting a lot of "buggy mess" negative reviews. Hence...

I'm planning on doing a closed beta, probably in late summer/early fall. If you'd like to be involved, you can sign up for the mailing list at https://www.revengeofthefirstborn.com/ If you're on the list, you'll get a monthly update on the game, along with some lore or gameplay insight as well as access to the closed beta.
 
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I've created a video explaining the features and differences between wizard and sorcerers in the game. It includes details about how metamagic feats work and some info about how some of the crafting systems work in the game. You can see the video below.

 
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I normally shy away from finger-waggler types in yet it's good to know the actual differences in these classes. I'll likely use at least one in my squad.
 
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I normally shy away from finger-waggler types in yet it's good to know the actual differences in these classes. I'll likely use at least one in my squad.
My go-to party in 6 person d&d games is usually a paladin, a fighter, a cleric, a rogue and 2 wizards. Never lets me down!

Especially in the Dragonlance gold box games, having both a red and white wizard is handy.
 
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Went to wishlist. Apparantly already did!
 
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Nod, you really needed the magi-power in most of the gold box games, else fights would take forever to resolve. And a rogue on the team is always a must!
 
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I'm curious, for character creation are you going to have dice rolls or some type of point buy system? Or perhaps let players choose between the two as you can in Temple of Elemental Evil?
 
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I'm curious, for character creation are you going to have dice rolls or some type of point buy system? Or perhaps let players choose between the two as you can in Temple of Elemental Evil?
There's 3 options you can choose from:
28 point buy (the default). this follows the standard for D&D where the point cost increases to 2 after the first 6 increases and 3 after 8 increases. so, having an 18 in an attribute costs 16 points.

roll 3d6, 6 times

roll 4d6 drop the lowest, 6 times.
 
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