Nowhere Prophet Blog

A roguelike card game | homepage

Time for another update! A big one, and probably the really last big one before the launch. Now stuff shifts over towards marketing, while the work on the game cools down a bit.Check out all the details over on the itch devlog!

Time for another update! A big one, and probably the really last big one before the launch. Now stuff shifts over towards marketing, while the work on the game cools down a bit.Check out all the details over on the itch devlog!

Dev Update #007 - Make Combat Cool Again

The game is moving towards the goal at rapid speed. It’s time to file off the last edges to make everything as good as it can be. And I need your help!

So recently I found myself thinking about the following issues, based on player feedback and my own observations:

  • Combat doesn’t look cool enough in screenshots
  • Levelling your leader isn’t strong enough
  • Sharing items feels too much like busy work
  • Forgetting leader cards is both too hidden and too readily available

So to solve these issues I’ve been building things and testing out a few changes in the beta branch. I’ll be speaking about a different issue and my thoughts and changes over the next few days.

And today, we’re talking about COMBAT:

Speaking of it, if you’re interested in joining the Beta: Send an e-mail from the address used for your itch.io account - so I can verify your purchase - to beta@nowhereprophet.com

MAKE COMBAT COOL AGAIN

The topic that combat needed some additional pizzaz came up a few times in the past - mostly when talking to publishers who think about selling a game through screenshots. It looks great in motion, but when it’s static it may look a bit simple, a bit bland. Now I don’t want to overload the combat screen with fancy trims and ornaments - I very much like the board-game like simplicity.

I always thought something like weather could do the trick. It’s an animated layer that doesn’t make the underlying structure more complex but provides additional visual detail in front of everything.

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Turns out that works. It makes the screenshots more interesting, it spices up GIFs (which are SUPER valuable when it comes to catching people’s interest) and it’s fun.  I’ve made a few weather effects - simple ones that trigger relatively often, and more involved ones that come up only rarely (to not distract too much) based on the terrain you’re in.

Currently we have the following “calm” effects

  • SoftWind: This is the basic dust-motes and small clouds of dust wind effect, that you might have been familiar with. It’s been in the game for a long time and can be triggered on most locations. But now it can be - like all weather effects - be mirrored. The wind will stop always blowing in your face. Finally.
  • SandPuffs: A variation on the soft wind. here there’s smaller puffs of sand being thrown up throughout the screen. This is the little brother of the sandstorm.
  • CloudShadows: Strong sunlight, a few motes of dust and the shadows of clouds lazily crawling across the screen.
  • StaleDust: No wind, just motes of dust glittering in the light. This one’s for the indoor urban combat background.
  • LightRain: A drizzle, mostly in the swamp area, sometimes in the mountains.
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And then there’s the “strong” weather effects

  • Hailstorm: Big chunks of ice rain down and break apart on the ground
  • Sandstorm: Rough winds and puffs of sand at high speeds, something for the desert.
  • HeavyRain: The big brother of the Light Rain. Torrents of water flooding the swamp regions.
  • RoughWinds: Rough winds tearing at everything. Mostly in the mountain terrain.

And what weather effects would you like to see in game?

Let me know! I’d love to add more!

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Our artist Anjin was working on a new tutorial character for the game. Here are a few of the first concepts. Which one is your favorite, and why?

Our artist Anjin was working on a new tutorial character for the game. Here are a few of the first concepts. Which one is your favorite, and why?  

Time’s running out!
The First Access period for Nowhere Prophet will officially end on June 30th. This means that if you want to play the game before release, help make it better or even become part of it, then you’ll have to hit one of those...

Time’s running out!

The First Access period for Nowhere Prophet will officially end on June 30th. This means that if you want to play the game before release, help make it better or even become part of it, then you’ll have to hit one of those purchase buttons before then.

After June 30th the game will be unavailable for a while as I gear up for launch at a later, still unannounced date.

Once the game launches properly you will be able to buy it at all your favorite digital storefronts, but there will be no more backer reward tiers available. No more FACE or TALE or GEAR.

If you’re interested in that kind of thing, you may want to head over to the Rewards section of the game’s store page and read on. There’s a number of different tiers with different rewards available!

And another update! This one features a number of quality of life improvements, such as more info on the enemy prior to battle, and better display of the event rewards and changes!
You can find out more on the devlog here:...

And another update! This one features a number of quality of life improvements, such as more info on the enemy prior to battle, and better display of the event rewards and changes!

You can find out more on the devlog here: https://sharkbombs.itch.io/nowhere-prophet/devlog/34012/bugfix-update-014008

A new version is up, and it is a big one. Delayed by a day because I had to prepare adequate birthday celebrations for myself. So a a present to all of you, step into the crypt! Unlock its mysteries and get some new convoys and classes to play...

A new version is up, and it is a big one. Delayed by a day because I had to prepare adequate birthday celebrations for myself. So a a present to all of you, step into the crypt! Unlock its mysteries and get some new convoys and classes to play with. 

Also: CONVOY PERKS! 

Read on here:

https://sharkbombs.itch.io/nowhere-prophet/devlog/32462/the-final-map-v014001-om

Do you like numbers and graphs? Are you, maybe, interested in some Nowhere Prophet sales data? Want to find out more about our first 6 months on itch.io?

Then check out this blog article. It also features some interesting data from verland, Cultist Simulator and Solitune.

Also guest starring are Splattercat Gaming, Pladd and Rock, Paper, Shotgun and their impact on the sales curve.

Interview coming in! This will happen at 11 AM PST (or 8 PM German time).
Drop by and say hi! You can listen to me ramble about the horrors of solo development for about an hour. Just hit up www.twitch.tv/indie!

Interview coming in! This will happen at 11 AM PST (or 8 PM German time).

Drop by and say hi! You can listen to me ramble about the horrors of solo development for about an hour. Just hit up www.twitch.tv/indie!

And another version is up! Lots of new followers in this one.
Read up on the details over on the itch.io devlog.

And another version is up! Lots of new followers in this one.

Read up on the details over on the itch.io devlog.

A tired update about the state and the next steps. One thing I learned was: Don’t record stuff like this on a Friday afternoon. You’ll sound tired and bored. Never a good thing. :)