DevLog #3 - How You will beat Fogworld
Welcome back to Fogworld’s devlog! Today I want to take a closer look at the game’s progression system and how a linear story fits into Fogworld’s unique gameplay loop.
Gameplay Loop
Before we dive into the progression system for Fogworld’s story, let’s quickly recap how its gameplay loop works:
Fogworld’s gameplay is split into two phases, a day phase and a night phase.
During the day players can level up and summon new familiars, change the game’s world with tiles and buildings, craft items, etc. It’s the preparation phase, so to speak.
During the night players go hunting on the map they’ve built. They’ll encounter battles against familiars and demons, interact with NPCs and gather resources. Once they’re satisfied or their team is too hurt to go on, players can go back to their home base to end the night, secure their freshly gathered resources and heal their familiars back up for the next night.
The Progression System
The goal for the progression system is to tell a story as well as challenge and reward players without overly forcing their hand. They should experiment and explore, not follow a rigid structure the game tells them. That’s why the progression contains many quests, each split into several parts or challenges with a reward at the end.
The first hurdle that players will have to overcome for each quest is a building task. These are usually very open ended and can be tackled in many ways. I.e. “build 10 tiles or buildings” can be solved in numerous ways.
The second part of each quest is the combat challenge: You’ll have to fight several encounters in a single night to fill the combo-bar. This combo-bar also makes enemies tougher and increases the rewards for subsequent fights during the night.
Once you have beaten both the building challenge and the combat challenge of a quest, a special encounter spawns. This special encounter always contains a chapter of Fogworld’s story, but at the end of each story act you’ll also encounter a bossfight that really tests your abilities as a summoner.
As a reward for completing quests you’ll unlock new buildings and tiles that you can craft and place. This will allow you to find new familiars, new items and new random events that keep things fresh and exciting in Fogworld!
Don't forget to check out Fogworld's Twitter page to see all the new stuff since the last DevLog!
If you have any disagreements, feedback or suggestions, feel free to leave them in the comments below.
Until next time, have a great day!
Fogworld
A dark-fantasy monster-summoning RPG
Status | In development |
Author | Fabian Fuchs |
Genre | Role Playing |
Tags | Dark, Fantasy, Monsters, Singleplayer, Turn-based |
More posts
- Devlog #6 - A little Preview7 days ago
- DevLog #5 - The Demo is Coming!18 days ago
- DevLog #4 - A Sign of LifeJan 19, 2024
- DevLog #2 - Pushing Players towards FunMar 29, 2022
- DevLog #1 - Familiar ArchetypesFeb 22, 2022
- DevLog #0 - What is Fogworld?Feb 01, 2022
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