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Iron Danger - tactical combat RPG with simultaneous turns and time manipulation

Discussion in 'General RPG Discussion' started by LESS T_T, May 6, 2018.

  1. LESS T_T Prestigious Gentleman Arcane

    LESS T_T
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    Codex 2014
    https://irondanger.com




    https://www.gog.com/game/iron_danger?pp=cb4e5208b4cd87268b208e49452ed6e89a68e0b8

    Show Spoiler
    [​IMG]

    [​IMG]



    Some environmental interaction:



    Developed by a Finnish studio called Action Squad, formed by developers who worked on Angry Birds games. :M (This bird seems quite angry.)
     
    Last edited by a moderator: Mar 25, 2020
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  2. SophosTheWise Arbiter

    SophosTheWise
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    Sounds and looks intriguing. Looking forward to hearing more about it.
     
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  3. Tigranes Prestigious Gentleman Arcane

    Tigranes
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    Yep. I'm generally suspicious of time mechanics, but it could be interesting if they can build everything up around it, and also set a punishing difficulty that forces you to learn through your deaths.
     
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  4. Jokzore Savant

    Jokzore
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    It actually doesn't look like complete shit.
     
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  5. V_K Arcane

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    :deadtroll:
     
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  6. Infinitron I post news Patron

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    Grab the Codex by the pussy 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
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  7. Bocian Arcane

    Bocian
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    [​IMG] I see it.
     
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  8. hepphep Action Squad Studios Developer

    hepphep
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    Tactical RPG. The more action oriented approach comes from the fact that with time manipulation and simultaneous turns you will also get things look like very smooth and action oriented fighting in the end. However, I must agree having both in there can be misleading.

    And Hi all! I'm HP, lead programmer of Iron Danger, so if you have any questions feel free to throw those towards me.
     
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  9. The Wall Erudite

    The Wall
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    Hi, welcome here! Have you ever been here before? Enjoy your stay here, don't be afraid of local dogs posters cause for most part they only bark, not bite. Especially if you feed them with some juicy info about your game. Favourite food: Incline

    According to you and your team what would be RPG and in your case tactical RPG? Are there stats, abilities, attributes and other numbers or is it more simplified?

    In other words is it closer to top down Fallout 4 or 3D Fallout 1/2?
     
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  10. hepphep Action Squad Studios Developer

    hepphep
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    Thanks! I've been reading through some forum posts about other RPGs earlier, but never registered before this. I'm one of those usual forum lurkers that don't register or talk too much (you know, these introvert coders living in dark dungeons).

    The question is excellent as well!
    I think character development is more in line with Fallout 4 than Fallout 1/2. There are stats and different kinds of skills, but the focus is not that much in the numbers that there often are in RPGs these days. That said, I'd personally compare the combat aspects more a bit closer towards what there is in Divinity Original Sin series. So, lots of interactivity with entertainment and different elements/skills.

    We are also trying to build a game where there is less focus on grinding and more focus on character progress through story itself. In practice it means for example that new skills are mostly gained through progress in levels and the way you complete them.

    Of course we are currently very much in development (pre-alpha stage), so lots of the things are subject to change based on what is found out to be fun experience and what not.
     
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  11. Abu Antar Tweet, tweet Patron

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    Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire
    I'm adding this to the wall of shame, which means that it must be released at some point.
     
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  12. hepphep Action Squad Studios Developer

    hepphep
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    That is one wall that we are proud to be on, so please do it with big and shiny letters!
     
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  13. LESS T_T Prestigious Gentleman Arcane

    LESS T_T
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  14. Taka-Haradin puolipeikko Prestigious Gentleman Arcane Patron

    Taka-Haradin puolipeikko
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    Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
    Oh my.
    Perkele indeed.
     
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  15. ushas Savant

    ushas
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    Sounds interesting!

    Show Spoiler
    Please be good :desu:



    Hi hepphep , in case the time rewind mechanic is already fledged out:
    -- Does it work like some sort of limited resource, eventually are there some payoffs?
    -- Can we choose how far will rewind?
    -- Apart imminent influence in puzzles/battles, can it happen that taking some short-term time-bending will lead to some long-term impact?
     
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  16. Jimmious Arcane Patron

    Jimmious
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    Simultaneous turns are pretty cool and I wish they were explored more! Looks decent so far :)
     
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  17. Circuit Self-Ejected

    Self-Ejected
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    Can't understand anything from video. Gameplay trailers should be gameplay trailers as in "3 minutes of actual playing", not short pieces of video with explosions :argh:. And what kind of simultaneous turns the devs are talking about? Standart IGOUGO, but with ability to do independent actions simultaneously like in age of wonders (though I don't now how it can be implemented in a small-scale tactics game), or WeGo (think Combat Mission)?
     
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  18. hepphep Action Squad Studios Developer

    hepphep
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    Time rewinding mechanic is fully functional already, but we are tweaking it and few things are still open for future changes. One of those is to decide if it will be limited resource. Originally we thought that it is unlimited, but some good suggestions and insights in our pre-alpha testing round turned us back to consider also limiting it as resource. That is something that we will most likely decide after our next major AI and skills update where we get difficulty level increased. In any case there will be limitation on how far back in time you can rewind, which will set the time window for your actions to be less than 10 seconds (the exact amount will still be tweaked while balancing things). It might seem like it is sort of save yourself all the time trick, but we are actually aiming to build encounters that force you to think few steps forward, otherwise you could paint yourself in corner and cannot rewind back far enough to get saved.

    And yes, you can decide how far you can rewind, inside that given cap. You can rewind in "chunks" of 0.5 seconds for now.

    Could you eloborate more about the third question about long-term impacts, not sure if I caught correcly what you meant with it?
     
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  19. hepphep Action Squad Studios Developer

    hepphep
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    Circuit there will be another gameplay videos with more focus on longer runs of gameplays later on when we near the alpha. The basic flow is that you can give your characters actions separately and then forward/rewind time and change those in specific points to synchronize their actions perfectly. Think a bit about scrubbing back and forth the timeline of video editing software. In this case you are trying the best possible way to solve encounter without painting yourself in the corner. So, it brings tactical combat even more puzzle-like than usual.
     
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  20. ushas Savant

    ushas
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    Perhaps having a speed slider would be handy.

    Tbh. don't know myself. Think was trying to come with questions to get better overall understanding. Mechanically this sounds like some enhanced short-time quick save & reload, but it seems to be part of the story too, so curious how further it's incorporated, if there is some recognition of your actions outside of individual encounters/puzzles, for example, perhaps you made some decision and then reconsider and it changes someone's destiny later on or so. But I don't know how story and C&C heavy your game is gonna be.
     
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  21. KateMicucci Educated

    KateMicucci
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    You had me at DOS combat.

    You lost me at "story".
     
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  22. vazha Arbiter

    vazha
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    You've said all the right things so far, so I m intrigued by the premise. Two questions though:
    1. How much is the world & Setting influenced by the Finnish epic of the same name? I loved reading Kalevala when I was a schoolboy. I wish more games create worlds based on authentic mythologies than generic elf orc dwarf crap. Also cannt fathom how came that Irish myths (Cu Chulainn & Co) havent made it into the world of gaming yet.
    2. What's with the cartoony art direction? is it there, erm, to imply that the story will be also lightearted & save princess animu kind of fare?
     
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  23. hepphep Action Squad Studios Developer

    hepphep
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    Ah, mainly the time manipulation itself is for shorter terms, but not limited to just the combat themselves. So, not rewinding back for a day or two to change things are in plan (at least currently, of course if we find that to serve the game well things are open to change). It allows you short-time quick save kind of things as well of course, but the main focus is to give very new tactical aspect that makes you think more forward to not paint you in corner and turns battles more puzzle-like in the sense. There are some story twists where Kipuna is using those skills to change how the things end up happening outside the combat as well in the shorter term, but will not give spoilers out for them. We also have plenty of ideas of things that would sort of act differently in time, bringing new kind of elements in there, but it remains to be seen what kind of things end up into the game in the end.

    I hope this rambling shed even some light on what you were looking for.
     
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  24. hepphep Action Squad Studios Developer

    hepphep
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    Good that we got you at least for part of the time, then we have still hope on stealing your gamer soul at some point!
     
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  25. hepphep Action Squad Studios Developer

    hepphep
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    Excellent questions
    1. It'll not be exact copy of Kalevala, but more like we are using it for lots of inspirations (as other Finnish folklore), so there will be lots of things in game that originate from it, but might have gone through wild changes before ending up in the game. For example, in old Finnish folklore there are creatures like Keijus or Keijunkaiset (nowadays keiju = fairy/pixie in Finnish). In old folklore they were these tiny dustlike creatures that took part of rotting the dead corpses and caused the stench of the death. Later on, they got more influence from south and turned to these fairy tale pixies later on. In our game, they have inspired Keyus, which are somewhat blend in between. They are these small feyish creatures who rot the corpses and nest on places of death. There are some things that are more closely originated from Kalevala as well (or at least give strong nod to to them), like witch queen of the north, Lowhee (Kalevala has Louhi) who rules from city of Pohjola. They have their own backstory in the world of Iron Danger of how they came to rule Pohjola and so on, which you don't find in Kalevala and so on. So, if you expect exact copy of Kalevala, you will be disappointed. If you love fresh new world that has its roots in same stories as Kalevala, there is good chance that you'll love it.

    2. Well, there are lots of art directions to choose from, we ended up with this. I think the story is blend in between lighthearted adventure and darker themes. For example if you take a look at some Northern soldiers (you can find some animated in our twitter page for example), you notice that their turretmen are sort of abominations made of poor people and machinery. So yes, we want our world to be fantasy-like and has beautiful fairy tale feel in it, but it is not just sunshine and happy creatures kind of stuff in there.

    Here is some concept art of Keyus and quickly taken dev screenshot of unlucky turret guy.

    upload_2018-5-12_10-34-44.png upload_2018-5-12_10-37-23.png
     
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