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KickStarter BEAUTIFUL DESOLATION - isometric post-apocalyptic adventure from STASIS developer

Daedalos

Arcane
The Real Fanboy
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Apr 18, 2007
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5,571
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Denmark
Cyberpunk Noir with that kind of art?

:takemyjewgold:

Cyberpunk Noir with some Stephen King horror twist would be great. Also maybe some king of gameplay similar to cyberpunk ruleset.

I'd love to do a game thats pretty much a 1:1 remake of the original Syndicate mechanics, but with updated graphics and completely over the top gore.

YES, PLEASE for the love of god, do a proper syndicate 3 game with isometric and gore. I will absolutely pay you any amount you need!
 

Grotesque

±¼ ¯\_(ツ)_/¯
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Vatnik
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Divinity: Original Sin Divinity: Original Sin 2
Off topic: District 9 is covertly pro-apartheid. The entire subtext is that "whom you do not let die do not let you live".

Seeing in the movie blacks natives pushing for apartheid like actions against the aliens was both funny and disturbing at the same time.
So I guess the subtext was that human nature is deranged whatever the race in question.
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,208
Off topic: District 9 is covertly pro-apartheid. The entire subtext is that "whom you do not let die do not let you live".

Seeing in the movie blacks natives pushing for apartheid like actions against the aliens was both funny and disturbing at the same time.
So I guess the subtext was that human nature is deranged whatever the race in question.

You should have seen Chappie of the same director: Here, in one scene where the police was distracted due a a power-grid loss, the hordes of niggers immediately start breaking stuff and looting everything not nailed down in perfect sync. :lol:
 

agris

Arcane
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6,829
Pyke I get that it's a sunny day, but that's an awful lot of bloom in that picture...
 

agris

Arcane
Patron
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6,829
Hey as a dynamic contrast agent it makes sense. It’s when the game world looks like this all the time that I worry.
 

Pyke

The Brotherhood
Developer
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South Africa
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ss_7c8f26c54077464549a777c029f2d89676ecb1a4.1920x1080.jpg
 

Pyke

The Brotherhood
Developer
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Messages
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South Africa
Can you enlighten us on how combat works?

Mechanically its a turn based arena. So you choose 3 combatants to fight against your opponents 3. Last man standing wins.
Each combatant has different offensive or defensive capabilities, so some may heal, some may be able to pull armor from mechanical units, some just hit really hard.
Each capability has different 'action point' costs, with your action points regenerating at one point per combatant per turn.

Combat, story wise, is part of an optional branch you can take. You get new combatants by helping (or not helping) certain races, and through some other means that you'll have to play around with in the game.
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,208
Classic Fallout conversation screen? :Incline:

Does combat influence the ending/s somehow? Does fighting influence the rest of the game or cause some reaction at least?
This might be the true RPG that lets you play as a pacifist, and it's a legit game to boot instead of being an overrated, commie-friendly Visual Novel.
 

Pyke

The Brotherhood
Developer
Joined
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Messages
1,198
Location
South Africa
Classic Fallout conversation screen? :Incline:

Does combat influence the ending/s somehow? Does fighting influence the rest of the game or cause some reaction at least?
This might be the true RPG that lets you play as a pacifist, and it's a legit game to boot instead of being an overrated, commie-friendly Visual Novel.

It does, although technically every choice you make in the game is weighted in some way. Technically you can do the combat and still be a pacifist, if you believe in doing the combat for 'the greater good'. It all comes down to how you treat your challengers, and how you treat your brother during these sequences.
 

Pyke

The Brotherhood
Developer
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Nov 29, 2011
Messages
1,198
Location
South Africa
But just know that this is still very much an adventure game! It does have some RPG elements to it - but don't expect Fallout 1 levels of reactivity! Maybe next game, with a slightly larger budget. :D
 

ItsChon

Resident Zoomer
Patron
Joined
Jul 1, 2018
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5,381
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Երևան
Steve gets a Kidney but I don't even get a tag.
Pyke In all games, but especially in adventure games, the way a game feels in regards to when you're playing it and how your character walks around is extremely important, and translates directly to a player's level of enjoyment and involvement with a game. Have y'all taken any steps to ensure the game feels good to play? Is there a game that perhaps is similar to Beautiful Desolation in regards to how the character walks around the map?
 

Pyke

The Brotherhood
Developer
Joined
Nov 29, 2011
Messages
1,198
Location
South Africa
We've tried to keep the game feeling 'chunky' if that makes sense? Lots of feedback to your clicking and interactions, both negative and positive. All the interfaces slide smoothly and quickly, and we have worked hard to get any loading times down to as short as possible. The idea is to make it as fast to get from point A to point B as possible, weather it's just traversing a map, or going from one side of the world to another.

In terms of how the character feels, its probably closer to Diablo than Pillars Of Eternity. The characters aren't as fast as in Pillars (although our maps aren't as complex in their layout) - but their movement feels more solid. The path-finding is super robust, so there is no way you can get 'stuck' in areas. Other characters have enough intelligence to 'rubber band' around you so as not to get in the way.
The game has an intelligent camera, but we stayed away with any sort of lagging or fancy camera movements - it feels as close to an old school 2D game camera as possible. Its always center locked on Mark, so you'll never loose him in the game. Even our zoom levels are 'locked', without smooth tweening between them.
Nic also spent a lot of time in making the character very grounded in the world. Things like leaving accurate footprints depending on the surface you are walking on, with sounds that are matched to actual footfall, as well as zones that alter the sounds, such as adding in small bits of echo if you are in an enclosed place, or even just running over some metal.

Describing game feel is very hard to do, and it can be even harder to implement! I am really interested in how people respond to it. My hope is that they.... don't. That the game just FEELS right and doesn't draw attention to itself.
 

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