Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Vapourware The Mandate - LOL DEAD

CWagner

Augur
Joined
May 17, 2012
Messages
111
Location
Germany
Kickstarter: http://www.kickstarter.com/projects/1964463742/the-mandate
Steam Greenlight: https://steamcommunity.com/sharedfiles/filedetails/?id=183136358


https://www.mandategame.com



No Thread for this so far here?

Saw this in the latest RimWorld update and the idea seems amazing. A space RPG with space battles as well as on ship battles? Deep crew interaction? A ship builder? Sandbox gameplay with planned 40h of normal gameplay? And 1500 years of History before that with a rather unique setting? What's not to love about it?

I mean it sounds like a lot they have planned, but they are asking for 500k after all.
 
Last edited by a moderator:

SuicideBunny

(ノ ゜Д゜)ノ ︵ ┻━┻
Joined
May 1, 2007
Messages
8,943
Serpent in the Staglands Dead State Torment: Tides of Numenera
this seems to be coming along nicely. new backer forums are in the making and the team members reveal is supposed to happen soonish as well.
 
Joined
Sep 7, 2013
Messages
6,174
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Serpent in the Staglands Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
this seems to be coming along nicely. new backer forums are in the making and the team members reveal is supposed to happen soonish as well.

I suppose so. I'm not sure if $700,000 is enough to do this concept the justice it deserves, but they do seem to have their eggs in a basket.
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,854
They have a lot more than that, those u$d 700,000 where to see if people would support it.
 
Joined
Sep 7, 2013
Messages
6,174
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Serpent in the Staglands Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire

Forest Dweller

Smoking Dicks
Joined
Oct 29, 2008
Messages
12,205
this seems to be coming along nicely. new backer forums are in the making and the team members reveal is supposed to happen soonish as well.
images
 
Self-Ejected

Ulminati

Kamelåså!
Patron
Joined
Jun 18, 2010
Messages
20,317
Location
DiNMRK
New update today. Including a video of the battle orchestrator.



They also gave their website a graphical overhaul.
The game itself is still some way off. Apparently the devs are aiming for Q1 2015 for the beta.
 

Baron

Arcane
Joined
Jul 10, 2010
Messages
2,887
I understand the technological advancement of turrets, I really do. I just prefer if it was more like old galleons fighting, with the majority of their weaponry fixed on the port and starboard (or customize with a Star Blazers super weapon). Then it really does become more strategic as ships battle for map position (or asteroid cover, to protect damaged or weak flanks). In the demo above I was wondering what exactly was the benefit of spreading out into the nice formations... it seemed smarter, like every other bland RTS, to clump your guys next to each other and ambush the first nimrod that pokes his head out from around the corner.

Hopefully there's an incentive (like in D&D) where there is a strategic decision of whether to spread out your attacks (to disrupt casters getting off their spells) or to pulverise a single opponent and remove him from the board. I haven't followed Mandate enough to know what they have planned for combat, but disabling comms (to reduce effectiveness / impose penalties), disable engines to keep ships out of the fight would be a start. Would like to be able to disrupt a ship's navigation so that it continued to drift towards an asteroid or collide with one of it's own ships if you timed the attack just right (as opposed to spamming it every time the cooling period wore off).

They need a simple system like FTL of routing power/resources away from other vital areas (like shields or life support) in order to counter enemy attacks that disable these systems. Would be fantastic knowing that you're going to lose everyone in the medbay, including staff, in order to get enough power to stop the enemy from overheating and exploding your armoury, leaving you with just lasers and a gaping hole in your deck from which level 3 citizens gently waft. Engaging in battles should come with some solid injuries, not just regenerating all damage after the fight and returning to full strength. Let me limp into a safe port with nothing but my tenacious captain clinging to debris and the frozen head of some lord he's taken as trophy.

Ultimately, cunning and fun dirty tricks aside, I hope the majority of combat is shelling the shit out of enemy frigates with very big and slow firing space cannons. Staccatos of laser fire from turrets is only for the pretty and should be relatively ineffectual.

Also, if you've detected an ambush up ahead (presumably because you put additional points into Sensors, or some shit), why isn't the best strategy to send two guys around the asteroid and blast them in the rear. Do they have armour points? Even Origin's Autoduel let you pick how your wanted your armour distributed (including beneath you). I died to heaps of mines for being stingy with armour beneath my feet. Whatever system they're hoping to implement, they better allow for stealth system (outside of direct line of sight) to approach opponents from their less shielded or armoured sides. And it's an advantage for experienced players who know the ship models where their weaknesses are.

Expecting far too much from this game, bound to be horribly violated.
 
Last edited:

wesleyclark

Augur
Joined
Oct 18, 2004
Messages
157
Location
Houston, TX
Update. Some refinement on service branches. Screenshots of ship interiors.

Project Update #39: On the observation deck
Posted by Perihelion Interactive LLC ♥ Like
Hey backers,

For today’s update we will cover three topics in particular. First we will discuss some changes we are doing to service branches based on both internal and external feedback. If you did not read the previous update #38 you might want to CLICK HERE to review it before proceeding. Secondly, we will discuss our event system and also elaborate on ceremony events as well as where they take place (hint: check the headline). Lastly we will discuss the progress with ship interiors and show a sneak peek of what we have in store for one of the next updates.

But first things first. We decided to revamp both crew progression and service branches (name may change). The first change is now that enlisted is a separate career track in the progression for your crew. While specialists will focus on a narrow set of skills, enlisted are more a jack-of-all-trades. You will need to strike the right balance between the number of specialists and enlisted in your crew as this will affect your ship’s performance and also redundancy (in case of battle losses enlisted are more flexible). The chart below shows the revised career track for your crew. Keep in mind that the distinguishing features for each crew type is not finalized and just for illustration purposes.


The second change is that we decided to remove the logistics branch altogether, and so we cut service branches from seven to six. Several others tweaks have taken place as well: infantry and cavalry have been merged, artillery has been renamed to weapons, science has been split into science, medical and astrogation. Astrogation covers both helm/navigation and sensors. The uniforms have been updated to reflect these changes and we also decided to use some special patterns, for example for astrogation and medical.


Changing focus a bit, let’s talk about our event system. In The Mandate, the choices you make during character creation will impact your part of the universe, your sandbox, in different ways. Did you save a famous captain from the clutches of pirates? If so, you may have a powerful ally waiting for you in your game world. The event system will use these decisions to tailor your sandbox as well as add specific situations and encounters during play.

The basis for our event system is that it uses player’s actions as input to produce a desired output. When events are further linked to our faction reputation system the result is a more dynamic story arc. As you play and expand your sphere of influence and build up your economy, you will see changes taking place in your sandbox. For example if you build remote mining operations these will link up to your supply network. Freighters may pickup and haul ore back to refineries and merchants will arrive to buy surplus resources.


This is all well and good but one of our key focus areas with The Mandate is your crew and naturally we want to have events that center on your crew and ship, just like the TV shows we are inspired by. You can walk around your ship and interact with your crew, hear their concerns and perhaps help them with specific problems that they may have. Other times you may need to respond to events that are a consequence of your latest space battle or planetary investigation mission, for example damage to systems, stowaways or put crew in quarantine due to risk of disease.


A special type of event is the ceremony event which covers things like funerals, court martials, executions, ship christening/decommissioning, dignitary inspections etc. These all take place on the observation deck which is situated above the bridge deck. Again, if you review the previous update you can see a side-view of the positioning of the various decks.


Some ceremonies have interactive elements where you as captain get several choices to pick from. Certain choices may require skill checks, sufficient reputation or special items. Did you manage to deliver a particularly engaging eulogy or did you botch it up? Either way you can expect your crew to be affected by your actions and how they perceive you.

Next up we thought we should give an update on the progress with ship interiors. We are already quite happy with how our ships look externally and we are pushing to get the same level of detail and interest for the ship interiors.

Ship interiors are important both for boarding gameplay as well as walking around and interacting with your crew (for example during the events mentioned previously). Our deck plans should not just feel like interior levels -they should make us feel that we are actually inside a ship. Therefore we are experimenting with ways to add the feeling of depth and cramped spaces. We are adding elements like pipes, substructures and bulkheads. This is an iterative process where we go back and forth between the concept team and the 3D art team. Below you can see an earlier 3D model of one of our rooms.


It is often useful to show rather than tell, so the concept team will do paintovers to clarify what direction to take the 3D model in. Here is an example of a paintover for the room in the previous image where the concept artist has added self-illuminated textures, objects to help make the room feel more busy and cramped as well as transparency on the floor to reveal pipes and lights below which help add depth to the scene. The 3D artists then do a 2nd pass on the room to bring it more in-line with art direction.


All the work on the interiors is starting to pay off. The procedural textures were quite new to us when we started but now we have more experience with this technology and can push it further. We are getting close to where we want to be visually and are now playing around with how to light the interior scenes. In parallel we have also done stress testing to check how expensive it is to have many unique characters on the screen at the same time. Our aim is for The Mandate to look appealing on modern PCs yet scale well to run on older hardware, too.

You may remember the floor plan for the bridge deck from theprevious update and we decided to expand it slightly by adding a few more rooms. We are using this bridge deck to prototype assembly of corridors and rooms. Also we are testing out crew interaction, pushing the visual quality, performing lighting tests, animation tests and pathfinding tests. Stay tuned for more details on the bridge deck in a future update.

We will round off this update with a couple of screenshots of our work-in-progress bridge deck. First up is the captain quarters which you can see below. This is still very much work in progress.


Also we have a view from the bridge which is currently on red alert. Again, this is work in progress.


Your friends at Perihelion Interactive

kickstarter-logo-270e77b4767063bf97f6e23f2a6010b3.png
 

Biznatch Haderach

Barely Literate
Joined
Jun 14, 2014
Messages
3
What? What? What?

I don't understand how it got so much so quickly. I disagree with the people saying the voiceover is bad - I quite liked it. I quite liked everything except it's not clear how tactical the boarding combat portion will really be. Much luck wished to the dev team, this has come like a bolt out of the blue and I can only hope it lives up to its promise.
 

DarkUnderlord

Professional Throne Sitter
Staff Member
Joined
Jun 18, 2002
Messages
28,357
This seemed to start out some-what questionable but got good all of a sudden.
 

WhiskeyWolf

RPG Codex Polish Car Thief
Staff Member
Joined
Nov 4, 2007
Messages
14,792
d868d28540f4a06b0cede0c31596f809_large.jpg


While I like the large variation of the crew (who doesn't - there's even Astrogation) I think there should be one overarching color motive for the Imperial personel, with some minor differences to identify their post.
 

Kem0sabe

Arcane
Joined
Mar 7, 2011
Messages
13,093
Location
Azores Islands
d868d28540f4a06b0cede0c31596f809_large.jpg


While I like the large variation of the crew (who doesn't - there's even Astrogation) I think there should be one overarching color motive for the Imperial personnel, with some minor differences to identify their post.

They are an all white, same height, same build, clone army, they will have no problems identifying themselves as human navy personnel amidst all the aliens and the odd human deviant.
 

WhiskeyWolf

RPG Codex Polish Car Thief
Staff Member
Joined
Nov 4, 2007
Messages
14,792
d868d28540f4a06b0cede0c31596f809_large.jpg


While I like the large variation of the crew (who doesn't - there's even Astrogation) I think there should be one overarching color motive for the Imperial personnel, with some minor differences to identify their post.

They are an all white, same height, same build, clone army, they will have no problems identifying themselves as human navy personnel amidst all the aliens and the odd human deviant.
Now that you mention it, we want to see some female models also!
 

thesheeep

Arcane
Patron
Joined
Mar 16, 2007
Messages
9,955
Location
Tampere, Finland
Codex 2012 Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Dead State Divinity: Original Sin Torment: Tides of Numenera Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
I really do like the outfits. But we will have too in game how easy it is to tell them apart.
Or how important that actually is.
 

Zombra

An iron rock in the river of blood and evil
Patron
Joined
Jan 12, 2004
Messages
11,575
Location
Black Goat Woods !@#*%&^
Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
They are an all white, same height, same build, clone army, they will have no problems identifying themselves as human navy personnel amidst all the aliens and the odd human deviant.
Actually, that is just the one model they have working for their catalogue - just like the one male you see modeling t-shirts in a given online shop.

Travis Daby said:
Hmm, Yep, it's would be nice crew's body and face is not same and clone everywhere, shorter, taller, fat, thin, ect..
Perihelion Interactive LLC said:
Our character system is quite flexible and supports over 200 morphs. Yes, we will have both female and male crew members. Your captain can be either male or female.

---------------------

I really do like the outfits. But we will have too in game how easy it is to tell them apart.
It really does seem like Medical personnel and maybe Astrogation are the only guys who won't just look like some dude in a dark jumpsuit. :(
 

SuicideBunny

(ノ ゜Д゜)ノ ︵ ┻━┻
Joined
May 1, 2007
Messages
8,943
Serpent in the Staglands Dead State Torment: Tides of Numenera
They are an all white, same height, same build, clone army, they will have no problems identifying themselves as human navy personnel amidst all the aliens and the odd human deviant.
there are no aliens so far.
 

wesleyclark

Augur
Joined
Oct 18, 2004
Messages
157
Location
Houston, TX
A new update. What appears to be an alien image. Some stuff about how there are actually women in the future. A nice shout-out to D:OS.

Project Update #40: Adaptive character system
Posted by Perihelion Interactive LLC ♥ Like
Hey backers,


For this update we are going to talk about our adaptive character system and what exactly it allows us to do. First of all it allows you to customize the visuals of your captain as part of the character prologue. The same system is used to generate the visuals for all the NPCs you will encounter during your travels in The Mandate. Also from a production point of view it allows us to automate several time-consuming tasks (rigging, skinning, modelling, texturing) which saves us time and allows us to offer more variation. Lastly we can optimize at run-time for either quality (dialogue scenes) or speed (boarding combat with lots of characters).

Before we continue, we need to take a little detour. Right at the start of our Kickstarter campaign, we were being both accused of under-representing women in The Mandate, and also being asked whether or not the game would feature playable female characters at all. This took us by surprise as our story elements focused on Empress Anastasia Romanova who even had her own Twitter account. In The Mandate she happens to essentially rule most of known space.

Just as some of the strongest leaders historically have been women, and there is a certain romanticism ascribed to service under them, we wanted to build these elements into the story as well as the relation between Anastasia and the player’s (space captain) character.

For example one of our backers wrote “Seriously, that many players want to be Han Solo? (Well, all the male ones, anyways...though I guess of course there could be a greater diversity of characterization too...)”. Another wrote “Hi ! I just signed up to kickstarter specifically to support you guys[…] My only gripe with the project is it's exclusively western focus, with no "asian" or "african" related factions, makes the whole setting harder to believe, at least for me”.

We all noticed the comments, and looking at each-other confused we said “Why wouldn't there be female characters at all levels, including playable ones? Some guys prefer to roll female characters -just like Kenny (McCormick) and vice versa. Why shouldn’t you be able to pick your own ethnicity?”.

In The Mandate you are the captain and we want your avatar to reflect your backstory and the choices you made during character creation. It follows that you should be able to play as any ethnicity, gender and body build. At the same time every video game has a set budget, and every element you add has an associated cost. For example we don’t have the resources to maintain a large set of different rigs, animation sets etc. How then can we give players the freedom of self expression without escalating costs?

Our Technical Director, Vegard Myklebust, wrote an article about our character system which was published over at Polygon. Rather than re-posting it here we invite you to CLICK HERE to read it. It goes a bit “behind the scenes” and includes several pictures so it should be an interesting read. We also made a short video which shows the character system in action and generating different characters.

https://www.youtube.com/watch?v=mKizv8lkKrI
PS! Keep in mind that all animations and graphics are temporary in this video

The video mentioned above only shows the standard uniform which should be familiar to everybody by now. However, the character system will also handle different types of clothing (including combat armour!) and adapt these to work across all genders and body shapes. Our system also works with procedural textures so we can do modifications to the textures as part of this process.

Since our character system is now working as intended, we have started to push the system to the next level: more exaggerated shapes and non-uniform/asymmetrical versions. Below you can see examples of both: the Mandate heavy armour and the Osmani Light Trooper armour.









Beyond testing new types of armour/clothing we are currently testing performance with 100 unique and animated characters in the same scene on both low spec and high spec systems. This allows us to identify any performance bottlenecks and we prefer to do this now rather than a couple of months before launch when it would be too late to make major changes.

So there you have it, our stance on playable female characters, ethnicity, our challenges and our solution: the adaptive character system. We expect our next update to somehow involve both the character system and the following asset!






We wanted to round off this update by giving a shout-out to Larian Studios and their recently released RPG Divinity: Original Sin. It checks all the right boxes for us: open world exploration, co-op gameplay, and an interactive world AND it ships with the RPG toolkit used to build the game. Expect lots of custom content and mods! It is said that a picture is worth a thousand words. Well then a series of pictures in sequence should be even better so here is the feature trailer for Divinity: Original Sin:

https://www.youtube.com/watch?v=Mea7Pa3rhJU


Cheers,

Your friends at Perihelion Interactive
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom