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AMA'S LULLABY - A Cyberpunk/Post Apocalyptic RPG

Ama's Lullaby

Mercy Ground Creations
Developer
Joined
Dec 26, 2013
Messages
39
Hi there!

I'd like to show you a new independant game that is currently in development: Ama's Lullaby.

About the game : it's a Survival RPG in a cyberpunk and post-apocalyptic world. It tells the story of Ama, a cyborg. Left to herself after having escaped from her creators, she meets Bran, a lone survivor in the wastelands. Then she learns why she was created, namely to sacrifice to destroy all artificial life, and save the human race. But she quickly develops a taste for life, forges ties with Bran, and his donation is a gift that humanity maybe does not deserves...

Who is this game for? This game is for you if:

  • You want an intense story, not only action and special-effects-in-your-face.
  • You think that game characters are usually boring, with no feelings or psychology.
  • You're used to count each ammunition and food rations in your bag. We never know.
  • Evocating movies like Blade Runner, The Road, Waterworld or Mad Max drive you crazy.
  • You love gloomy atmospheres!
  • Luck doesn't exist. It's all about strategy.

About the team: we are 2 developers, 1 graphist and 1 sound designer based in Paris.

About our objectives: we want to create a demo level of the game with all the main features included (survival mechanics, turn based combat mode, immersive dialogs). This demo will be free to play, and we hope it will help us to launch a crownfunding. Then, the success of this project is completely dependant of the community behind the game. That's why we would love to see you on our side: you can follow us on the Facebook page https://www.facebook.com/amaslullaby We will really need your support and feedback.

Now, it's time to take look at what has been already done. Here are some environment concept arts:

AmasLullaby_Art_01.jpg

AmasLullaby_Art_02.jpg


In-game screenshots:

AmasLullaby_Ingame_01.jpg

AmasLullaby_Ingame_02.jpg


3D model of the character Ama:

AmasLullaby_Wire_01.jpg

AmasLullaby_HighRes_01.jpg


You can see much more on the Facebook page of the project, we use it as a production diary; even if we'll post major updates on this thread, if you look interested.
See you!
 

bminorkey

Guest
I like the art! But the sales pitch reeks of empty commercialism. You gave no exposition of any gameplay elements and wrote a bunch of key phrases in bold that don't actually mean anything.

You want an intense story, not only action and special-effects-in-your-face.
Every RPG since what 2006 promised an intense story, it's a buzzword. Why is your project any different?

You think that game characters are usually boring, with no feelings or psychology.
Again, BioWare has been promising this since forever. And we hate BioWare around here. Unless you can explain why your characters are somehow unique in this respect you won't sell anyone.

You're used to count each ammunition and food rations in your bag. We never know.
I'm just wondering. Why the hell does a cyborg need to count food rations?

Evocating movies like Blade Runner, The Road, Waterworld or Mad Max drive you crazy.
Are you making a movie or making a game? I understand why you'd make these kinds of analogies, but I personally get mega-jaded whenever someone gives movies as their primary inspiration for an RPG.

Luck doesn't exist. It's all about strategy.
Why is chance a bad thing in an RPG?
 
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StaticSpine

Arcane
Patron
Joined
Dec 14, 2013
Messages
3,232
Location
Moscow
Shadorwun: Hong Kong
The concepts and in-game environments look decent. The model of PC character didn't seem attractive and feels a little cartoonish, which I do not like eiter.

Anyway, will keep an eye, good luck to you guys!
 

Jick Magger

Arcane
Patron
Joined
Dec 7, 2010
Messages
5,667
Location
New Zealand
PC RPG Website of the Year, 2015 Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 Bubbles In Memoria
17674.jpg


Dropped, monitor destroyed, hard-drive wiped, desktop set on fire, sitting in a corner with a bottle of whisky in one hand and a shotgun in the other.

I'll keep an eye on it, but as bminorkey said; your description is far too riddled with buzzwords for me to take it seriously right now. I'll have to see the demo before I start taking it seriously.
 
Last edited:
Joined
Jan 1, 2010
Messages
494
Location
Australia
Ama be, Ama be, Ama Ama Ama be...

...couldn't resist.

With that out of my system, I like that first screenshot in particular (and the concept art). There's something about that futuristic dirty alley look that appeals to me. Beyond that, I'll see what comes, if I don't forget or die in the meantime.
 

Aikanaro

Liturgist
Joined
Feb 3, 2004
Messages
142
The art looks nice. Tell us about the systems/mechanics, please.
Is there any reason she's hardly wearing any clothes?
 

StaticSpine

Arcane
Patron
Joined
Dec 14, 2013
Messages
3,232
Location
Moscow
Shadorwun: Hong Kong

octavius

Arcane
Patron
Joined
Aug 4, 2007
Messages
19,218
Location
Bjørgvin
So, is it an intereractive movie or an actual game?
The setting sounds interesting, but will the gameplay be hampered by being force fed a cinematic story?
 

laclongquan

Arcane
Joined
Jan 10, 2007
Messages
1,870,150
Location
Searching for my kidnapped sister
First class marketing post, chap! I applaud for the quality of that alone. It's much better than the usual fare. That alone will make us remember.

The single point of complaint is that you stuck your link down in the text. Pretty hard to find if i skim. Wish you leave it in some empty space and bolded, so it's easier.

IF it's not too much trouble, please think about a visual cue, a wig. Some might not like the bald look, but some nice sensual tress is a treat. make it an optional, easter egg, high level rewards for gameplay reason. Award one for contributors. Some WIGs!

Scratched that! MORE visual cues. The game look a bit dark and if that is the way to play, we need to see more clearly. You can make it optional for visualfags, but it's actually a gameplay issue. Make an aura, some rectangle, SOMETHING so that player can know where the char is, where's item of interests are...

Another note: concentrate on gameplay doesnt mean you cant pay attention to non-action aspects. Minigames as replacement for action, puzzles... As a cyberpunk game, we expect some hacking, mazes, counterhacks, shits like that. I think with suitable UI, othello can serve as a minigame of hack. Just an example.
 

zeitgeist

Magister
Joined
Aug 12, 2010
Messages
1,444
Everything I want to say about this basically boils down to "scrap it and make a Syndicate++ instead".
 

Ama's Lullaby

Mercy Ground Creations
Developer
Joined
Dec 26, 2013
Messages
39
Thanks for you replies!

bminorkey: You're right: all of these sentences could sound like "our game is different", but I don't explain why, and don't propose any solution. The main reason is the game development has just started, and the gameplay isn't finished yet. I see in these few lines a guideline, something that we'll have to keep in mind during all the development of the game. That's why:
With an "intense story", I wanna dwell on the fact that this game is here to tell a story. The gameplay, the characters, has been thought for the story. Many games starts with keywords like "strategy" "combat" "MMO" or thousands of beautiful concept arts, but I think it often should begin with "what is this game about? Who are the characters? What do they want?...". I don't promise our story will be amazing, but I can assure that it will be our first concern.
For the characters psychology, it's strange because many game designers think you've just to put a background to a character for giving life to it. It's not as simple, a character reveals himself all allong the story, through the others characters and each situations he will have to face. We want to work especially on these relations between the characters. When I play Baldur's Gate, I find the story quite good, but relations, except maybe some romances, are completely missing. When a NPC dies, your first thought is "Damn it, my thief is dead, I can't unlock doors anymore".
For the rations count: all cyborgs are not machines :) They can be modified humans with implants. It's all the subtility about cyborgs: are they machines or humans?
I give movies for the references because this game is not only for gamers, but for any person who wants to play a great SF story, with an atmosphere they're familiar with.
Luck isn't a bad thing. It was just a way to say that tactic will be a point we will focus on for the combat mechanics ; )

StaticSpine: Thanks :) This model (the colored one) was made for cinematics only. It will be more realistic in the game. We didn't pin the video clips in the post because they're only tests to learn more about Unity's capacities. But you're right, it's more efficient than lot of words.

@Jick Magger: I understand, just keep an eye on our work, it's all we need for the moment :)

Rod Rodderson: Oh...^^ I reassure you, we're looking for something a bit different for the music of the game! And we hope really to release the demo before you die ;) ;)

Longshanks: Thanks! These clips were juste tests but I'm glad you like it.

Aikanaro: Thank you ;) There is so much to say about game mechanics, we keep it for the next post, promise! But I can tell you for the clothes: heroines are always sexy when they escape from their creators, it's a rule! Seriously, I find she looks more fragile and precious with these clothes, it fits her personality.

octavius: It's a game, the movie dimension is only a way to say that this game will be strongly scenarized. You'll spend more time to deal with dialogs than fighting: it implies that dialogs must be really interesting, of course... But we're not reinventing RPG mechanics, the game will look like a more modern Fallout or Baldur's Gate, for the main concepts (top view, team management, main/secondary quests...)

jagged-jimmy: I agree. We have to stay cool too. We have lot of things to do, but not a lot of things to show for the moment :)

laclongquan : Thanks for your reply and suggestions :) The question of the hair (or not) is a delicate issue! We're thinking about solutions but the demo takes place at the beginning of the story, and it's not really a priority for the heroine, who is escaping from a dangerous place, to find a wig ^^ We have to keep these small (but important) details for the development of the full game, for the rest of the story.
It's dark on our videos/screenshots, that's right...but they're just tests, for the demo we are completely starting from scratch.
Puzzle games could fit perfectly with cyberpunk, indeed! But i don't know if we'll have time to show it in the demo, we will see as we go along.

zeitgeist : Syndicate isn't really a RPG, it's not what we're looking for :) And the're already making a sequel to Syndicate (but I don't know if it's a "++" sequel...).


Thanks again for your comments. It's good to have your feedback. We're sorry for the lack of details about gameplay, it will be the subject of our next post!
 

Wizfall

Cipher
Joined
Oct 3, 2012
Messages
816
The way you describe it as well as my general feeling about the game is it will be much more an adventure game that a cRPG.
Absolutely nothing wrong with that, i would like it better that way even (much easier to do and since it strongly focus on the scenario..., also you apparently don't create a party).
If it's really a cRPG i will expect complex character mechanics, good combats, quite a lot of exploration and no linearity/corridor design.
While in an adventure i don't mind linearity, playing pre made character and simplistic combat (if any).
Much better to have a tight but enjoyable experience.
It looks great and very "atmospheric" by the way :D
Also please don't screw with the rotating camera, it is so often such a pain...
 
In My Safe Space
Joined
Dec 11, 2009
Messages
21,899
Codex 2012
Will it feature sexual depravity? Will it feature rape, sex slavery, prostutution and stuff like that?

Will all characters be killable?

Could you tell us more about combat system?
 
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In My Safe Space
Joined
Dec 11, 2009
Messages
21,899
Codex 2012
Will it feature sexual depravity? Will it feature rape, sex slavery, prostutution and stuff like that?

Will all characters be killable?

Could you tell us more about combat system?

AmasLullaby_HighRes_01.jpg


Well the Ama is straight from pedophile porn so...

thats a first thing that has cross my mind when i saw the pic...

WE WANT MILF!!!
Yeah, that character looks kinda creepy. Clearly 18 would be enough for a story that demands a young protagonist.
Still, regardless of age, IMHO these themes would be mandatory for a serious runaway in a modern/cyberpunk city game/book/movie.
 

Ama's Lullaby

Mercy Ground Creations
Developer
Joined
Dec 26, 2013
Messages
39
Wizfall : Thanks! We know we take a risk to make a RPG, but it's the way we go. Characters will indeed have complex skills, combat will be turn-based... We have a real challenge here (for non-linearity also, as you say), we'll have to find a nice balance. Don't worry about camera, the camera's motion will be as sweet as sugar :) If it doesn't work well, there will be no rotation at all :) We are currently working on it.

Jedi Exile : Thanks. Okay I think we'll have to post some opinion poll someday about cameras preferences ^^

Awor Szurkrarz : We're looking for more subtle choices than killing everyone in the game ;)

Western : It seems it will be a necessity...thanks for the advice.
 

Rake

Arcane
Joined
Oct 11, 2012
Messages
2,969
The way you describe it as well as my general feeling about the game is it will be much more an adventure game that a cRPG.
Absolutely nothing wrong with that, i would like it better that way even (much easier to do and since it strongly focus on the scenario..., also you apparently don't create a party).
If it's really a cRPG i will expect complex character mechanics, good combats, quite a lot of exploration and no linearity/corridor design.
While in an adventure i don't mind linearity, playing pre made character and simplistic combat (if any).
PS:T says you are wrong. I wouldn't mind more adventure-RPGs/ novel-RPGs personaly. It's just way more difficult to do them right.
 

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