Project: Diablowing

January 8, 2014 in News by Obuw

It’s been a while since the last update, and we wanted to share more details about what kind of game Diablowing will be.

What exactly can you expect from Diablowing? In essence, it’s a shoot-em up with RPG elements. But that’s just scratching the surface.

On the RPG side, it features a complex itemization system, and primary and secondary stats. It’s not just numbers either. Focusing on one stat over another can drastically change gameplay. Finding a unique item can change how you handle a bossfight. I will have to go into more depth about stats and how they affect gameplay in a separate post.

Furthermore, we believe that the key to any good ARPG is randomly generated content. This is why we are focusing on randomly generated wave patterns. I had already built a random wave generation system back in 2006, and Qxr is now working on random formation generation and new enemy patterns traveling along randomly generated paths. We want to make sure that there will be new surprises waiting for you every time you play through a level.

On the Shmup side, we aim to include as many different weapons as possible. I want to literally play through every shmup ever made for inspiration, and add as much weapon variety to the game as I can. This is where you can chip in; if you have any weapon suggestions, please feel free to leave a comment about it! Don’t worry, we already have plenty of ideas. But the more the merrier.

It goes without saying that there will also be awesome boss fights. You can expect a mix of RPG and Shmup elements here. :-)

Well, that’s all I can say for now. I’ll leave you with a few screenshots from the current prototype of the game. Please keep in mind all graphics are placeholders.

Pew Pew!

Pew Pew!

Lascannon, HO!

Lascannon, HO!

Airborne Artillery

Airborne Artillery

 

 

 

 

 

 

 

Obuw out.