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.

KickStarter Mechajammer (formerly Copper Dreams) - cyberpunk RPG from Whalenought Studios

Wunderbar

Arcane
Joined
Nov 15, 2015
Messages
8,818
Started as a gritty cyberpunk rpg, ended up being cartoony military crawler.
They altered the deal, pray they won't alter it any further.
 

CyberWhale

Arcane
Glory to Ukraine
Joined
Mar 26, 2013
Messages
6,081
Location
Fortress of Solitude
Started as a gritty cyberpunk rpg, ended up being cartoony military crawler.
They altered the deal, pray they won't alter it any further.

It's the evil publishers that force developers to make unnecessary changes and thus ruin the games, right?

P.S. Don't know if anyone else has noticed it, but a lot of these indie guys seem to be really active on the Codex while they are rookie nobodies. Then it suddenly changes as their games near the completion stage. If they hit the jackpot, you're not going to see or hear from them ever again.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
20,042
Alpha 1.098.2
I noticed footsteps in the dark, but it does not change the fact that sight range is pathetic.

We've also integrated the Followship™. This design was meant to convey the feeling of safety exploring as a group. Copper Dreams, the actual campaign, is a dungeon crawler where you'll be creeping around a war-torn city filled with lots of other things that are creeping around trying to kill you. The Line-of-sight visual has always been the backbone of the visual identity in creating that tension.

To add to that, characters exploring on their own have a personal sized vision radius. However, when selected together and worming around as a group, the radius is combined and larger, focused on whoever is lead.

Not knowing what's lurking around a corner requires the player to be cautious and prepared for an assault.

The strategic combat feels like Jagged Alliance 2 where cover and positioning matter, healing feels a bit like Metal Gear Solid 3 and Deus Ex, combat actions are real time with pause to adjust to the enemies reactions like Knights of the Old Republic, environments like Escape from New York, and on and on.

The game-play is far more intuitive than reading an impressions article.
I am not talking about seeing what is around the corner, but things in plain sight should be seen longer than half a screen. Even IE games had a bigger sight radius. At it is, it is just artificial and fake.
 

grimace

Arcane
Joined
Jan 17, 2015
Messages
1,988
I am not talking about seeing what is around the corner, but things in plain sight should be seen longer than half a screen. Even IE games had a bigger sight radius. At it is, it is just artificial and fake.

The game engine, combat, exploration systems are designed: they are artificial.

A clear line of sight without illumination will not be "seen" but may be "heard". Those are the footsteps seen by the player outside the sight radius of all party members.

During the day, the line of sight includes much more of the map.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
20,042
I am not talking about seeing what is around the corner, but things in plain sight should be seen longer than half a screen. Even IE games had a bigger sight radius. At it is, it is just artificial and fake.

The game engine, combat, exploration systems are designed: they are artificial.

A clear line of sight without illumination will not be "seen" but may be "heard". Those are the footsteps seen by the player outside the sight radius of all party members.

During the day, the line of sight includes much more of the map.
How much more during the day? I don't have a problem with night time vision being low if day time is better. Also if enemies use light sources we should be able to see them during night even if they are further away than our vision.
This seems to be a stealth game as well, it needs to have some of these features.
 

grimace

Arcane
Joined
Jan 17, 2015
Messages
1,988
How much more during the day?

I will let you know in a few hours.

  • joseph :
    Posted 23 minutes ago
    1.0991 has some performance and bug improvements from the last build, as well as some daylight, now with more color! Will be uploading in the morning.
 

zeitgeist

Magister
Joined
Aug 12, 2010
Messages
1,444
Keep in mind that this game's engine is also the engine you're supposedly getting the already funded Serpent in the Staglands expansion in...

K8IwJ2t.jpg


What do you think, will the announced expansion just quietly disappear from their website at some point, or will they do a new Kickstarter for it, hoping that everyone forgot about the scam?
 
Last edited:

Master

Arbiter
Joined
Oct 19, 2016
Messages
1,160
The first style was the best, but this comics-like one isnt too bad either. It looks better than Disco Elysium at least.
 

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