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Lloegrys, an Unique Roguelite Experience

Siegh

Thronar Developer
Joined
Mar 12, 2011
Messages
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Brazil
Hi, I would like to present my new solo project here!

Throughout the recent years, I've been working on this new project of mine called Lloegrys, which, as the title implies, proposes a different experience compared to what Tibia or OTs are known for. I want to explain below the basics of what makes Lloegrys work, but many things will be let to be discovered on purpose. As you can see below, the main features are all done and running, and I'm planning to have an Alpha test as soon as next week, so keep tuned!

  • Core Features
    • Roguelite + Dungeon Crawler Experience: The gameplay revolves around a single small hub town and a multi-floored tower that challenges the players to overcome it. As the "lite" part of Roguelite dictates, dying will imply harsh penalties in the form of losing your current progress, bag and equipped items, but part of the progress such as your level, skills and spells are kept.
    • The Tower: The Tower presents the players with the challenges needed to keep the experience captivating. Divided into multiple floors, which can also be considered stages, the player has to fight their way through increasingly challenging enemies, bosses and puzzles, while also struggling through loot chests in order to acquire better equipment and treasure to be sold for coin.
1734124814733.webp

  • Character Progression:
    • Leveling Up: Overcoming floors for the first time wields an experience level to the character, that being the only way to level up. That being said, if you are Level 4, it means you've been able to progress until the fourth floor. Aside from the usual gains of HP, MP and CAP, each level represents a big increase in your character's ability to deal and heal from damage, access to new equipment and spells, while also presenting you with extra attribute points to specify into your build.
    • Stat Points:
      • Primary Attributes: Those being Strength, Intelligence and Dexterity, they grant you access to being able to wield certain equipment, learning magical spells, and also to perform specific actions such as breaking a wall or lockpicking through a closed door.
      • Secondary Attributes: Constitution, Spirit, Wisdom and Luck grants passive benefits to core characteristics of a character, such as healing, critical chance, cast speed, cooldowns or even to the ability to sprint.
    • Classes: Every new character starts as an Adventurer, a basic class that grants you access to the basic forms of every weapon style, such as daggers, spears, polearms or rapiers, or even elemental magic. Certain progress points can lead you to specializing into either a Warrior, a Rogue, an Archer, a Cleric or a Wizard. Further on, there are even more specialized classes that you'll have to find by yourself!
    • Equipment:
      • Weapons: The traditional weapon styles of Sword, Axe, Club, Shielding and Distance have been broken down to multiple other variants: Swords, Daggers, Light Blades, Axes, Polearms, Spears, Maces, Magical Maces, Staves, Sceptres, Bows and Crossbows. Each of those will have unique abilities and playstyle, such as Magical Maces being physical weapons that grant you the ability to cast or Polearms basic attacks' working as an AoE attack.
      • Armor: Gear is divided into Heavy, Light or Robe and have no wearing restrictions. They present matching benefits to different playstyles and you should mix them up however you see fit to yours.
1734125650021.webp
  • Spells:
    • Basic Abilities: Every character starts being able to use basic skills, such as Pummel, Recover or Magical Impact.
    • Weapon Abilities: Advancing your weapon skills such as your Club Skill will grant you new abilities based on that skill. Blocking related skills, for example, are granted to characters who progress through their Shielding Skill and specialized classes will also provide more specific abilities. Physical abilities make use of your SP points.
    • Magic: If you choose to upgrade your Intelligence stat, you will be able to find spell tomes in the tower that, upon being read, will grant you access to a new Magical Spell. Spells come in neutral spells, such as Self-Heal, Conjure Lockpick or Town Portal, or elemental spells such as Erupting Thunder or Blizzard. Magical Spells make use of your MP points.
1734125479887.webp

So, are you curious? This project is something I care for deeply, I have no intention to profit off of it, I just want to put this concept of mine to work and have people experiencing it. I have a discord channel where you can find me easier, I'm often posting new things there or answering questions, so feel free to join us!

 
Hi, I would like to present my new solo project here!

Throughout the recent years, I've been working on this new project of mine called Lloegrys, which, as the title implies, proposes a different experience compared to what Tibia or OTs are known for. I want to explain below the basics of what makes Lloegrys work, but many things will be let to be discovered on purpose. As you can see below, the main features are all done and running, and I'm planning to have an Alpha test as soon as next week, so keep tuned!

  • Core Features
    • Roguelite + Dungeon Crawler Experience: The gameplay revolves around a single small hub town and a multi-floored tower that challenges the players to overcome it. As the "lite" part of Roguelite dictates, dying will imply harsh penalties in the form of losing your current progress, bag and equipped items, but part of the progress such as your level, skills and spells are kept.
    • The Tower: The Tower presents the players with the challenges needed to keep the experience captivating. Divided into multiple floors, which can also be considered stages, the player has to fight their way through increasingly challenging enemies, bosses and puzzles, while also struggling through loot chests in order to acquire better equipment and treasure to be sold for coin.
View attachment 88858

  • Character Progression:
    • Leveling Up: Overcoming floors for the first time wields an experience level to the character, that being the only way to level up. That being said, if you are Level 4, it means you've been able to progress until the fourth floor. Aside from the usual gains of HP, MP and CAP, each level represents a big increase in your character's ability to deal and heal from damage, access to new equipment and spells, while also presenting you with extra attribute points to specify into your build.
    • Stat Points:
      • Primary Attributes: Those being Strength, Intelligence and Dexterity, they grant you access to being able to wield certain equipment, learning magical spells, and also to perform specific actions such as breaking a wall or lockpicking through a closed door.
      • Secondary Attributes: Constitution, Spirit, Wisdom and Luck grants passive benefits to core characteristics of a character, such as healing, critical chance, cast speed, cooldowns or even to the ability to sprint.
    • Classes: Every new character starts as an Adventurer, a basic class that grants you access to the basic forms of every weapon style, such as daggers, spears, polearms or rapiers, or even elemental magic. Certain progress points can lead you to specializing into either a Warrior, a Rogue, an Archer, a Cleric or a Wizard. Further on, there are even more specialized classes that you'll have to find by yourself!
    • Equipment:
      • Weapons: The traditional weapon styles of Sword, Axe, Club, Shielding and Distance have been broken down to multiple other variants: Swords, Daggers, Light Blades, Axes, Polearms, Spears, Maces, Magical Maces, Staves, Sceptres, Bows and Crossbows. Each of those will have unique abilities and playstyle, such as Magical Maces being physical weapons that grant you the ability to cast or Polearms basic attacks' working as an AoE attack.
      • Armor: Gear is divided into Heavy, Light or Robe and have no wearing restrictions. They present matching benefits to different playstyles and you should mix them up however you see fit to yours.
View attachment 88862
  • Spells:
    • Basic Abilities: Every character starts being able to use basic skills, such as Pummel, Recover or Magical Impact.
    • Weapon Abilities: Advancing your weapon skills such as your Club Skill will grant you new abilities based on that skill. Blocking related skills, for example, are granted to characters who progress through their Shielding Skill and specialized classes will also provide more specific abilities. Physical abilities make use of your SP points.
    • Magic: If you choose to upgrade your Intelligence stat, you will be able to find spell tomes in the tower that, upon being read, will grant you access to a new Magical Spell. Spells come in neutral spells, such as Self-Heal, Conjure Lockpick or Town Portal, or elemental spells such as Erupting Thunder or Blizzard. Magical Spells make use of your MP points.
View attachment 88861

So, are you curious? This project is something I care for deeply, I have no intention to profit off of it, I just want to put this concept of mine to work and have people experiencing it. I have a discord channel where you can find me easier, I'm often posting new things there or answering questions, so feel free to join us!

Nice! 100% self made mapping? I hope bot is not allowed otherwise time waste to be honest
 
Nice! 100% self made mapping? I hope bot is not allowed otherwise time waste to be honest
Not just the map, but the concepts, systems, equipment, creatures, scripting... It's all self-made.

Botting makes no sense as farming isn't something you have to do here.
 
Is it meant to be a multiplayer or single-player experience?
I'm in if it's a single-player designed experience.
 
Is it meant to be a multiplayer or single-player experience?
I'm in if it's a single-player designed experience.
It's still an Open Tibia server, so it is designed around the possibility of player interaction, be it hostile or not. Still, it's a very self-contained experience.
 
big time vibes, looks and sounds very intriguing like any siegh tibia project
 
Im also interested!

I had a similar idea, but not has good as this a few years ago. In my server that never launched i also made all levels myself, no automatic generation. Each level was also duplicated 5 times or so and we kept data if a floor was free or not, so for each level 5 players could play on their own maps. If a 6th person wanted to go down he was put in a queue system. You could also group up and go down if you wanted. You also had like 10 minutes to clear the floor.

How are you doing something like this? maybe i missed reading
 
How intriguing, will most definitely keep my eye on this.

Wish you the best of luck, looks very interesting.
 
Im also interested!

I had a similar idea, but not has good as this a few years ago. In my server that never launched i also made all levels myself, no automatic generation. Each level was also duplicated 5 times or so and we kept data if a floor was free or not, so for each level 5 players could play on their own maps. If a 6th person wanted to go down he was put in a queue system. You could also group up and go down if you wanted. You also had like 10 minutes to clear the floor.

How are you doing something like this? maybe i missed reading
It's a really good concept, and Tibia has the gameplay necessary for it.

In my case, the floors are treated as normal big dungeons linked to each other and players will occasionally face each other. Most floors have multiple spawn points which tends to mitigate the interference, but it's still an online experience.
 
It's a really good concept, and Tibia has the gameplay necessary for it.

In my case, the floors are treated as normal big dungeons linked to each other and players will occasionally face each other. Most floors have multiple spawn points which tends to mitigate the interference, but it's still an online experience.
I see! So basically its one huge hole and the further down you go, the more difficult it is. But you cant go down further than what your level indicates. A level 5 cant rush down to level 10 if everything is dead, he is just blocked by code or level doors each step of the way
 
I see! So basically its one huge hole and the further down you go, the more difficult it is. But you cant go down further than what your level indicates. A level 5 cant rush down to level 10 if everything is dead, he is just blocked by code or level doors each step of the way
The floors have multiple obstacles in the form of puzzles and enemies. Considering the presence of more players, the respawn and puzzle reset timers are short enough to prevent (mostly) players from just rushing.

Of course, I still need to see it in practice with more people to see how it works out.
 
That is super interesting, congratz. I wonder if the map / dungeon floors is also random procedurally generated, it would be amazing
 
would be super fun if there was more than one hole in a few floors. Like imagine a tree of dots where the top is a single dot leading to 1 hole, (floor 1), floor 1 leads to two separate floor 2.

I made a small illustration in paint. As can be seen here, no matter how you go, you can always go forward. But this also introduce some exploration and replayability since each hole down (or staircase up since its a tower) leads to different rooms. This way you can hide quests in different paths, or npcs, spawn points and teleporters. Your imagination is the limit.
1734247787790.webp
 
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