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Hard West - tactical turn based + wild west setting

WalkinDude

Augur
Patron
Joined
Jul 9, 2014
Messages
230
Codex 2014
Some Kickstard said:
Personally, while i own several game being TB or not, i just don't think it would fit a game in the wild west. Where the gunshot in movies and such are shown to be decided in a split second decision.

2 people, one road, 2 guns, long silence and 1 sec, gunshot and death.
I think everyone have those king of image in its mind. I won't say it has to be real time, but for me wild west suggest fast gunfight which doesn't really get along with the idea of TB, maybe Rtwp.

devs said:
We currently have implemented TB and it works well, especially since it's crucial to synchronize and organize several characters. RTWP as an additional option is not out of the question, we'll look into it and see where it gets us.

If only asking Obsidian to consider TB-combat in the kickstarter comments would've been as effective!
 

34scell

Augur
Joined
Apr 6, 2014
Messages
384
When I see "X-Com like" and Western, I imagine a game where you control 10-20 men against a handful of desperadoes with crazy gun fighting skills.
 

Morkar Left

Guest
It's not my definition. It's a wargaming definition. Skirmish is used for games that are about commanding individuals like for example Necromunda and Mordheim in opposition to Tactical which is used for commanding small units like in Warhammer Fantasy Battle and Warhammer 40k. Just google "skirmish wargame" and you'll see that it's commonly used and only uncultured swine like you don't use it.

"skirmish wargame" brings me a couple of browser and facebook games. I guess that's not the games you were referring to...

But anyway, the average videogamer doesn't care for tabletop wargames (which I played myself several years ago). He knows the common strategy games and the classifications I already mentioned and are commonly established in the videogame market.
You have a couple of classifications for rpgs too, from openworld rpgs like Morrowind tto pure dungeoncrawlers like Wizardry 1 or even roguelikes. Still, the people will look for RPGs in the first place. And look at the details on the second look.
Going even more narrow in the definition doesn't do good in advertising the game. You have to use the terms the majority is familiar with. If someone wants more details he can read the descriptions. And someone who is into tactical games will go along with "skirmish" games, too if they are good / sound interesting.

As for Saturation: SR, Blackguards, that X-Com clone, Expedition Conquistador, Ghost Control Inc, the nth iteration of Kings' Bounty, another JA clone and probably some others I missed, didn't care or went completely under someones radar because they are too grognard to have some exposure.
Yes, if you are into shovel-ware and medieval/renaiisance/fantasy themed games which don't go for realistic mechanics.

If you want realistic gunfighting, then what was the last game? Silent Storm?

Again, only looking for people who are interested in realistic gunfighting (and it's highly debatable when a tb game can be considered to have "realistic" gunfighting) will not get the game founded.

And I wouldn't consider this games shovelware at all. All of them brought something unique to the table or at least gamemechanics that were severely abandoned from the gameindustry in the last 10+ years. Just because you don't like the games doesn't mean they are bad in general ;)

But I'm curious, what are the "skirmish wargames" you like and recommend? Silent Storm I guess and probably Jagged Alliance (even if not realistic) and which others?
 

Trash

Pointing and laughing.
Joined
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29,683
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About 8 meters beneath sea level.
Awor is just being an autist about that 'skirmish' shit. He brings it up in every thread he gets the chance to. Consider it his very own 'roofles' and disregard that shit.

Anyway, hope these guys get some exposure soon.
 
In My Safe Space
Joined
Dec 11, 2009
Messages
21,899
Codex 2012
Awor is just being an autist about that 'skirmish' shit. He brings it up in every thread he gets the chance to. Consider it his very own 'roofles' and disregard that shit.
Why "autist" and "disregard"? Why are you resisting being educated? If you don't believe me that it's a correct commonly used wargaming term, just google "skirmish wargame" and you'll see that you're the one being weirdo that should be disregarded.
 

Morkar Left

Guest
Awor is just being an autist about that 'skirmish' shit. He brings it up in every thread he gets the chance to. Consider it his very own 'roofles' and disregard that shit.
Why "autist" and "disregard"? Why are you resisting being educated? If you don't believe me that it's a correct commonly used wargaming term, just google "skirmish wargame" and you'll see that you're the one being weirdo that should be disregarded.

From the developers: "In a nutshell, Hard West is a turn-based squad tactical with adventurous world exploration. Think X-Com combat with Heroes of Might and Magic world map."

It really doesn't matter if it's an established term among wargamers when videogamers in general use different terms, even if less accurate.
 

Telengard

Arcane
Joined
Nov 27, 2011
Messages
1,621
Location
The end of every place
Generate some buzz - highlight RPG elements. It looks amazing, but it needs some exposure. I don't know how that's done, however.
Basically, it's done by begging.
  • Beg bloggers for interviews
  • Beg backers and those interested to spread the work through social media (including forums)
  • Beg other devs to talk about you on their Updates

Though if you have any money, you can also pay for advertising and article placement. And it also helps to have someone who knows the right marketing terms to use to excite the public, like 'romance options'.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,035
Looks awesome.

c75941dc19116da3af36367dda29d7bf_large.gif


:takemyjewgold:
 
Developer
Joined
Aug 9, 2014
Messages
107
Thank you very much for the comments and insights.

It's Steam only? Any chance to get a drm-free copy from the kickstarter?
We've just confirmed a DRM-free copy for all backers, cheers :)

Do you have melee weapons or is it all about the guns?
We focus on the guns, good animations are hard to come by, especially in bulk and in indie budget. Going into melee would simply damage the game overall, especially the core experience of shooting :)

maybe try contacting Brian Fargo, Chris Avellone and other famous people from kickstarter, to say some good words about your game.
Great idea, I'm pretty sure one of the guys has some direct contact. Thanks!

Give the rpg elements way more exposure. Trying to sell it as a tb tactical game will limit its appeal to the mass.
Actually I was afraid of making it too broad - but it's not the first time someone tells me this. Will do, thanks!
 

Dagobert

Educated
Joined
Mar 14, 2012
Messages
27
Welll it seems that finally hou got some exposure, as You made 12k in just a few hours :) Fingers crossed that You will make enough for the game to be completely awesome.
Also I have a question, will you be releasing some kind of toolset, possibly as a stretch goal? I think custom scenarios/campaigns would add to the longevity of the game.
 

laclongquan

Arcane
Joined
Jan 10, 2007
Messages
1,870,152
Location
Searching for my kidnapped sister
You know what's wrong with Hard West?

No whore in a half-nekkid state kick flying the bed's cover, and dual-shoot two derringers.

Or a halfnekkid squaw chop away some amorous cowboys' private part with a tomahawk.

Or a halfnekkid chinese female slave get tortured in bandit camps

etc and etc... You get the drift.
 

Tzaero

DEPARTED
Patron
Joined
Dec 29, 2011
Messages
1,971
Location
The Land of Murdock and Goldman Sachs
Divinity: Original Sin Torment: Tides of Numenera Shadorwun: Hong Kong
Project Update #4: Critical urgent update about your major concerns!
Many of you have voiced your concerns - here are the answers.


What's up with PlayWay and CFG?

First - PlayWay has some finances invested in CFG, and works as a no-problemo publisher-proxy. They're OK with everyting we give them, literally. That's sheer awesomeness, right there. Of course as long as it's up to par technically. The amount of trust here is enormous. So PlayWay allows us to use their KS account (it's very problematic to start KS campaign if you're outside of US, UK, Canada). Plus, PlayWay has a big brand to protect, and will wrap it up even if we fail - there's a huge workforce and lots of resources/options in there, "The Way" team is just one of the sub-teams. So PlayWay is actually a backup for all of us. Their history of published games is proof that they're good at wrapping it up.



Second, Let me reassure you a bit and tell you a word about us.


We're a close-knit team, delivered several games inside Techland together, and finished one RTS as CFG.

$70k?

As mentioned in the Video (soon with subtitles!) (sorry!) we don't expect a full production funding. We need a kickstart. The funds from our last finished project are running late and we need a bridge to get across. Owing to our publisher, it wasn't revealed yet and we have to bootstrap through KS, else we risk going out of the market/miss paying our bills BEFORE you even get to hear the title.



Absolutely worst case scenario - $70k will allow us to survive until we can publish a solid EA containing what you saw in the trailer and the 6-scenario campaign, we go down, PlayWay wraps it up.


Best case scenario, there's a lot of awesome stuff for us just around the corner, if we can only get there:

    • We'll get the final batch of funds for finishing our last project - 100% sure, but date remains unknown
    • Our RTS project gets released, and starts selling
    • Early Access sells
    • This campaign draws attention of investment partners to us (this is actually already happening, nothing solid yet though, we just started talking)
I've prepared a specialistic finance diagram for expert econominsts only, clearly depicting the situation and use of the kickstarter funds:

7671a8172f5f37d78713207d604b4104_large.jpg
 
Last edited by a moderator:

m_s0

Arcane
Joined
Jun 18, 2009
Messages
1,289
Tzaero

You lookin' for trouble, pilgrim? Edit that link.

Game looks great so far. Good music, too. And it seems like it's starting to pick up speed. After the neogaf thread and rps mention probably.
 
Last edited:

Durwyn

Prophet
Joined
Oct 29, 2006
Messages
1,132
Location
Erewhon
QTE, retarded do-ho more than two aktions in turn is teh hard and other stupid bullshit in the latest update made me angry. Way to go, killing nice idea with stupid shit like this.
 

Dr Tomo

Learned
Joined
May 31, 2013
Messages
670
Location
In a library near you
We're also implementing tiny tasty features that will engage the player if he wills it. For example, there's an ability that some characters have that enables a minigame during reloading: if you play it out correctly, the reload takes no APs. For reference, you may recall the "active reload" element from Gears of War.

Yes, please put some quicktime events in my turn-based tactical game. I wouldn't want to play at my own pace without some shoehorned action element from a first person shooter.

I was very interested in the project until I saw this.

Give the rpg elements way more exposure. Trying to sell it as a tb tactical game will limit its appeal to the mass. TB tactical games are already somekind oversaturated and a smaller target audience than rpgs anyway.
Skirmish, not tactical. Also, oversaturated? Do you live in some alternative reality?

I would assume that is the case since if this is going to be on Steam, then pc gaming market is already over saturated. Plus this title is the wild west setting and not fantasy or sci-fi so it is going to get some word of mouth and interest. So far they made $43k already with 24 more days to go, maybe this might be successful?
 

34scell

Augur
Joined
Apr 6, 2014
Messages
384
Wasn't the UI for XCOM2012 poorly received on PC? It seemed like Firaxis just forget to do a PC UI. Also, for a purely tactical game, it's a pretty bland system.
 

m_s0

Arcane
Joined
Jun 18, 2009
Messages
1,289
https://www.kickstarter.com/projects/1752350052/hard-west/posts/948142

To avoid misunderstandings, allow me to explain our philosophy of game development. We believe in quality over quantity, and responsible, reasonable design. This means that we innovate in areas that are yet untouched or require attention/have been done poorly in other games.

For example...?

We do not, however, force it and reinvent the wheel - the prototype combat system and corresponding UI are based on the best stuff there is - and that is, in our opinion, XCom (2012).

:hmmm:


Also, it allows for controller support. And eventual console ports, maybe.

Those are not good reasons to adopt a particular system.

There's one key factor to the hit chance - the sun. Long story short, it lowers your chance to hit if you're facing it.

You mean other than unit accuracy, stance, weapon accuracy, attack type, and target cover? How does ricochet work with cover?

We're also implementing tiny tasty features that will engage the player if he wills it. For example, there's an ability that some characters have that enables a minigame during reloading: if you play it out correctly, the reload takes no APs. For reference, you may recall the "active reload" element from Gears of War.

Yes, please put some quicktime events in my turn-based tactical game. I wouldn't want to play at my own pace without some shoehorned action element from a first person shooter.
Oh dear.

So basically by stating this:
Think X-Com combat with Heroes of Might and Magic world map.
They mean XCOM, and not in fact X-Com/X-COM?

I'm a lot less excited all of a sudden.
 

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