Official Codex Discord Server

  1. 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.
    Dismiss Notice

Game News Copper Dreams Kickstarter Update #21: Social Skills, Micro-Tiles and More

Discussion in 'RPG News & Content' started by Infinitron, Aug 26, 2018.

  1. Infinitron I post news Patron

    Infinitron
    Joined:
    Jan 28, 2011
    Messages:
    73,835
    Codex 2016 - The Age of Grimoire Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
    Tags: Copper Dreams; Whalenought Studios

    In their second Kickstarter update this month, Joe and Hannah of Whalenought Studios describe a few more of the new features they've added to Copper Dreams recently. These include minor additions such as grass terrain tiles that provide stealth bonuses and battery packs that emit beeps and attract the attention of guards when they're out of juice, as well as more significant changes like the switch from hexes to square "micro-tiles" that allow for a variety of character sizes. But the bulk of the update is dedicated to describing the functionality of Copper Dreams' social skills. Those of you who were unpleased with the colorful new art direction introduced in the previous update will be glad to see that the images in this update exhibit a more subdued style, though it's unclear if this is meant to be representative of the entire game. Here's an example and an excerpt:

    [​IMG]

    In Copper Dreams characters are pretty squishy, and you have some player-advantage things in play like not being limited to vision cones and being invisible in shadow if standing still. Though NPCs also get the latter if they are sneaking themselves, so get that spot-check ready. Because you find yourself in situations where NPCs usually don’t want you around or want to eat or kill you, gameplay focuses on you creeping around like a horror movie monster where you are picking off enemies one-by-one. And that is how a lot of builds are suited to play, but we wanted to add to that with something more subtle, for espionage and stealth, and also because killing people can be loud and there can be other quiet ways of clearing a building. To this end we used the gun of the face — your words.

    Social builds in games typically have the least agency, you are bound to whatever few choices the designer lets you choose from at that moment. Agency requires a degree of foresight into application of your skills, but for dialogue thats usually just at the whim of whatever conversational or story context the designer has in mind. Players often want to tell an NPC something that the designer didn't add to their dialogue, so why not actually let them say tags to anyone they want, whenever they want?

    Social actions are commands you can attempt to tell NPCs, with failure and success rates like any roll where you'll roll 3d8 under your skill number (+challenge mods). A whole slew of things make up that challenge number, which in this case is the degree of difficulty of what you're asking them and your disposition to one another.

    For example you could tell a guard to go home for the night if they encounter you, and if successful they have some contextual things they can mutter, "sure, good, idea, I think I left the oven on". This is to be interpreted as if the Terminator or Snake Plissken is tellingsomeone, not asking. The NPC knows you're trouble, so it's you rolling to just convince them they don't want to make things worse by not listening.

    If you have a low roll odds, you have some options for additive modifiers. Bribe, which gives them cigarettes if you have them, is an easy one at the expense of bartering goods. Threaten is more potent, allowing you to choose a weapon, but makes them hostile if you fail, so higher risk. Weapons have a lethal number, so choosing the meanest thing you got is the way to go for this, but is also based on how well your skill is with whatever the weapon is designed for, so you don't fumble.

    Dialogue in Copper Dreams is somewhat detached from the Social skill — it remains tag-based, you can inquire about certain text strings to get more information, branch into things depending on backgrounds or character-sheet stats, or show an NPC something from your inventory.

    NPCs talk to you or each other, and you can inquire, is how that mainly works. It's for branching story and narrative quests, which the player chooses for their character through actions in-game and at the start of the game during character creation — more on that in the disposition post linked below.

    Orchid is optimized for pistols and social, so you can have a good go at the alpha with just sneaking and rolling to convince your way through. She’s also equipped with an eyepatch cybernetic that induces a pretty solid social boost on humans specifically with some hypnotizing-like lights that pop on and off to daze someone.
    As mentioned above, Copper Dreams' social skills are underpinned by an elaborate disposition mechanic - a modifier determined by a wide variety of attributes, including not just physical and mental aptitudes but also things like age, sex and wealth. For a comprehensive overview of disposition (that in true Whalenought fashion veers off course and ends up describing the game's entire character creation process), check out this forum post on the new community page site.
     
    • Brofist Brofist x 8
    • hopw roewur ne hopw roewur ne x 2
    • Excited! Excited! x 2
    ^ Top  
  2. himmy Arcane

    himmy
    Joined:
    Oct 13, 2012
    Messages:
    1,109
    Location:
    New Europe
    Those graphics look gorgeous! :bounce:
     
    • Brofist x 2
    • Agree x 2
    • [citation needed] x 2
    • Acknowledge this user's Agenda x 1
    • not sure if serious x 1
    • Disagree x 1
    ^ Top  
  3. Jack Dandy Arcane

    Jack Dandy
    Joined:
    Feb 10, 2013
    Messages:
    2,907
    Location:
    Israel
    Divinity: Original Sin 2
    Unironically super interesting.
     
    • Brofist Brofist x 1
    • Friendly Friendly x 1
    ^ Top  
  4. Kalin Arcane Zionist Agent

    Kalin
    Joined:
    Sep 29, 2010
    Messages:
    1,865,347
    Location:
    Al Scandiya
    They look like shit, just like your avatar.
     
    • Agree x 2
    • FAKE NEWS x 2
    • Funny x 1
    • Prestigious x 1
    • cuck x 1
    ^ Top  
  5. Taurist Novice

    Taurist
    Joined:
    Dec 8, 2017
    Messages:
    37
    Yeah, Ive not been a fan of the switch from low poly mid 90's PC graphics to PS2 era cell shading.

    On the plus side every discussion of its gameplay systems just makes it seem better and better.
     
    • Agree Agree x 2
    ^ Top  
  6. Prime Junta Arcane

    Prime Junta
    Joined:
    Apr 8, 2006
    Messages:
    6,127
    jesus fuck i hate that solarised/cel-shaded look, i probably won't be able to play this just because of that
     
    • Agree Agree x 2
    • Disagree Disagree x 1
    ^ Top  

(buying stuff via the above buttons helps us pay the hosting bills, thanks!)