• Register

Having fled the destruction of his people, and shipwrecked on an island, our hero must rebuild, survive, and thrive.

Alone is an isometric survival RPG without the survival, eschewing certain challenging features in favor of a more relaxing experience. Collect resources and use them to craft items and weapons. Build and upgrade your settlement on a rich and fertile island. And hunt in the darkest forests, and slay the undead in the cursed crypts.

Explore and Claim the blighted islands that make up the world and become a Jarl worthy of the sagas

Follow the your destiny... or don't

Follow a quest-driven storyline following your character's journey that starts with a shipwreck, and leads them to restore a blighted world to it's rightful state . Or treat the world as a sandbox and do your own thing.

Survive, Thrive, and Rebuild

Harvest resources on a procedurally generated island. Catch fish, fell trees, forage for food, and mine for metals and stone. Use the resources to build your home, and other buildings you will need to survive on this deserted island. Build farms to ensure a steady supply of food and raw materials, and attract traders to give you access to exotic goods. Improve your buildings with powerful upgrades, and build furniture and decorate them how you please.


Hunt

Explore a procedurally generated forest, and hunt animals for their leather and meat. Or travel even deeper and be hunted by wolves and bears. And perhaps you might find treasures hidden within. Or look to what lies underneath the ground in your own island, a wealth of ores protected by sinister foes.


Craft

Turn your raw materials into tools, to help you harvest and craft more efficiently. Or turn them into weapons, armour, and shields to help you fight your enemies. Obtain rare materials from your hunting and exploration, and use them to make even stronger weapons. Use the cookhouse to mix and match food ingredients, and gain powerful bonuses to aid you in your quest.


Battle, Explore, and Conquer

Test your skill in combat against various enemies, defeat them and become stronger. Use special attacks and boosts to give yourself an edge. Explore the infinite depths of the cursed crypts, where the undead walk freely and treasure and knowledge can be found aplenty. Defeat boss monsters such as the Shaman or Fallen Knight, and use their knowledge to unlock more powerful attacks.

Repair your ship to unlock a procedurally generated world of islands, blighted with dark magics. Use your skills and gods-given powers to defeat the enemies within, restore them to their natural glory, and plant your own flag upon them. Restore the ancient watchtowers and gain the benefits of conquest.

Honour the gods, and celebrate in style

Build a temple and leave appropriate sacrifices - the spoils of war - or marks of your own skill - and the gods may aid you on your quests. Use the result of your farming prowess to brew or cook marvellous recipes. Build the Jarl's Hall and sit upon a throne worthy of a conquering hero of the sagas.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article RSS Articles

Alone - More Goblins!

News

Salutations,

So this week I worked on something a bit different. I added a few more types of goblins, and made some changes to the way they’re generated, as well as some other changes to make more of an impact – so let’s take a look.

Starting with some changes – some enemies can now land critical hits. Unlike the player, it’s not just a simple damage multiplier – and not all enemies can do it. Instead, they can apply a specific effect on the player (or themselves) – depending on what makes sense in context.

To give an example, the new rogue goblin…

mg rogue


Armed with two daggers, this sneaky little goblin can land a nasty critical hit on you

Screenshot 2024 09 01 113017


This particular one reduces your damage reduction – so you take more damage from their friends.

Another new goblin type I’ve added is the Runesmith – this support goblin boosts the defense of friendly goblins, making it harder to hit them. They also have an animation of a rune of defense emanating from below them every so often, to clue you in on what’s happening.

mg runesmith


And one more – the goblin alchemist. These ranged units will throw dangerous vials of explosives at our hero, but once in a while they’ll throw something a little more toxic.

mg alchemist


This toxic grenade will start spewing green gasses shortly after it’s thrown. You have the opportunity to get clear of it – but if you don’t, you’ll suffer the “poisoned” effect for a while – which will reduce your strength and agility, making you easy prey for other goblins.

So, let’s take a look at how they’re generated after the changes I’ve made – this will get a bit technical but I think it’s an interesting look all the same.

So, let’s start at the very top. Every enemy we intend to generate has a level, and a combat role (attacker, ranged, or support). To keep the generation balanced and interesting, I now define a number of squad archetypes – each having a specific size, and what they can be made up of:

Screenshot 2024 09 01 114745


When we spawn enemies in a batch – we define how many enemies we want, give or take, if there are any special enemies which must be spawned (such as the sentries or the sappers), and then the code will pick a squad composition at random with a total which matches the desired amount.

So, then we need to fill the squad out with actual enemies. Each location where we want enemies, we also define the range of levels which they belong. I group those into “bands” and then we can generate different enemies of each type depending on the band:

Screenshot 2024 09 01 115246


Taking this one as an example – the Warboss and the Runesmith are all support enemies. Depending on the level we’re going to generate them – we can generate a Warboss at any time, and a Runesmith only if we’re in band 3 or 4 (which works out to be from level 50 up). This way, we can keep the nastier enemies for higher levels, and the easier ones for earlier.

However, even if we decide to spawn a Warboss – we still need to pick equipment, and even that is broken down by level band – taking a quick look at that:

Screenshot 2024 09 01 115543


Enemies use equipment the same as the player, and they’re given the same bonuses for doing so. But let’s take a closer look at what we’re looking at.

So, both these items – Stone Sword and Stone Mace, are in Band 2 – so they can be used by enemies above level 25.

The “Prefab” and “Game Objects” properties defines how to show this – in this case we’ll create the actual weapon in their hands. Some enemies will have these properties left empty so they don’t show what they’re wearing or carrying if it makes more thematic sense (ex: the skirmisher is technically armed with a dagger)

The Equipment property defines which equipment we’ll take the stats from – in this case, despite the fact that it looks like a stone mace, it really uses the equipment properties of the copper mace that the player would use. And if you defeat this enemy, there’s a chance they might drop this item – and this item being a Stone Mace as defined up there.

So, that’s about wraps it up for this week. Next week I need to finish off the last new enemy type (and might consider adding something similar for the everpunished), and after that – the final boss.

Til then

Alone - Floor 2

Alone - Floor 2

News

Taking a look at the Second Floor of the Final mission in Alone - where our hero overloads a dangerous machine and fights the waves of goblins defending...

Dev Diary - Alone - Tribe - Doors & Floors

Dev Diary - Alone - Tribe - Doors & Floors

News

This week I continued to work on the final mission, where our hero storms a tower, and fights through the levels to reach their nemesis.

Dev Diary - Alone - Tribe - Ground Floor

Dev Diary - Alone - Tribe - Ground Floor

News

This week I worked on the last mission for the next milestone of Alone - where you storm a tower and meet your nemesis...

Dev Diary - Alone - Tribe - The Sapper

Dev Diary - Alone - Tribe - The Sapper

News

In this week's dev diary, we take a look at the combat portion of "Holding the Fort" mission, and a specific enemy that will make your life harder

Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

X