We string this medieval thematic for as long as possible.
#Flexible rogue legacy how to#
So, the best way in our eyes to teach people how to play your game, is to make the game seem self-explanatory, and a lot of that is done by obfuscating the learning process. People love learning about things, but nobody actually likes to be taught. "People love learning about things, but nobody actually likes to be taught." Your thematic is your strongest tutorial tool. To help make this concept easier to digest, we wrapped up the entire thing with a lineage thematic. This led to the creation of our lineage screen to depict the concept of permanency through transient characters. We're a very game-mechanic focused team, so when we first envisioned Rogue Legacy, we pictured a fair, hyper sped up rogue-like game with permanency. Because our game is quasi non-linear, we use a lot of "tips" like hints during the death screen in order to give players insights in how to play. What: The Tutorial Sequence in Rogue LegacyWhen I talk about the tutorial for Rogue Legacy, I'm only focusing on the first 3-5 minutes of gameplay. In order for us to keep the upscale tempo of our game, we had to design a unique tutorial sequence which mirrored how we wanted players to play it. But it's also a pretty complex game with a unique death system, which merges the concept of permadeath with permanent progress. Rogue Legacy was always made to be easy to pick up and play. Who: Teddy Lee, Game Designer for Rogue LegacyHey-o, my name's Teddy and if you've never played the game before this article isn't going to make a lot of sense, so check out our trailer, since it explains the game better than I ever could.
#Flexible rogue legacy archive#
ĭon't miss our ever-growing archive of Deep Dives. We've also looked at Crypt of the NecroDancer 's rhythm roguelike mechanics.Īlso, don't miss these developer-minded looks at the Shovel Knight's shopkeeper Chester and the digging mechanic in SteamWorld Dig. Our most recent installment explores the weapon upgrade system in Mercenary Kings.
Game Design Deep Dive is a new series from Gamasutra, with the goal of shedding light on specific design features or mechanics within a video game, in order to show how seemingly simple, fundamental design decisions aren't really that simple at all.