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KickStarter Vigilantes: neo-noir, turn based tactical RPG

Discussion in 'General RPG Discussion' started by Timeslip, Aug 27, 2016.

  1. anvi Cipher Village Idiot

    anvi
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    Sounds good. One way is get it near release, then pay to promote it on reddit. Make and thread and pay some bot site to upvote the thread 8000 times to the front page. Bingo, your game is seen by 50 million people. You also need to have some sort of angle like, "My buddy's second game made by himself is even better than the first one!" That's what I'd do anyway. Those people deserve to be used. But your plan sounds good too.
     
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  2. 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
    https://steamcommunity.com/games/545600/announcements/detail/1599251924957678408
     
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  3. Butter Savant

    Butter
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    Never quite finished this game before, so I restarted it yesterday. I'm having an absolute blast with it. The writing, music, and artwork are clicking with me a lot better, and it's quite solid mechanically.
     
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  4. Timeslip Timeslip Softworks Patron Developer

    Timeslip
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    Hey Butter - good to hear you're having fun with Vigilantes!

    Have been working on a new game between updates for Vigilantes - it's still early days, but confident it will be a better game in pretty much every way.
     
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  5. anvi Cipher Village Idiot

    anvi
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    Is it similar sort of gameplay to Vigilantes?
     
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  6. Timeslip Timeslip Softworks Patron Developer

    Timeslip
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    Yep, using the code from Vigilantes as a starting point. Here's some info on it:

    • Setting is post apocalyptic, with a dash of cyberpunk. It's not the usual "Oh no, we nuked ourselves :(" route to the apocalypse.
    • There will be much more variety in the game. Each act will have a very different setting and feel, and there will likely be unique game mechanics for each act. Also, the quests you undertake in each act won't just be a series of steps to the finale - the majority of actions you take will affect how the finale plays out, and its difficulty.
    • There will be far more player choice. You'll be able to avoid or reduce the difficulty of combat in many situations, but combat will still be important.
    • Would expect that all of the game mechanics will have more depth than Vigilantes. That said, some features will likely be dropped. Interrogations and non lethal combat are uncertain. Base building may be available in certain parts of the game. Everything else, particularly combat, dialogue choices and crafting will be refined.
    • Party size will likely be 3. There might be an ally or two less than in Vigilantes, but each will be more developed. It's likely each will have a set of unique abilities, rather than just one in Vigilantes.
     
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  7. Nutria Savant

    Nutria
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    I get why you see those mechanics didn't mean much in your game but... I feel like in games in a very broad sense that we should get beyond where in every fight, we're fighting to kill all the enemy and the enemy are just zombies programmed to fight until they die. It's not how conflicts work in real life so it's not as interesting and it leads to situations where you gotta spend 90 seconds mopping up the last remnants of the enemy. There were some times in Vigilantes where I wanted the enemy's morale to break as a whole and have them bug out, or at least like in Battle Brothers individuals see a guy get blown away in front of them and decide to flee.

    Beyond that, I'd just suggest that you trust your instincts. I don't even play games that much anymore but Vigilantes was really good by any standard. I got 36 hours in it and I'll probably play two more campaigns before the great vigilante in the sky punishes me for my deeds.
     
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  8. Timeslip Timeslip Softworks Patron Developer

    Timeslip
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    Relatively little is tied down as of yet in the area of non-lethal, interrogations and fleeing/morale. If non lethal is added, would like to move away from the toggle present in Vigilantes. Concerns include having a separate item tree and to make non lethal meaningful to gameplay and logical in the context of the game world. Have some ideas, but haven't thought about it in depth yet. The militias aren't going to go to the trouble to try/imprison enemies, so you'd effectively being setting dangerous individuals free by letting them live. Morale will be considered, main concern is that it typically empowers the side who are already winning. That said, one of the first allies you encounter specialises in disrupting organic enemies and this may include morale. While it's been 10 months since releasing Vigilantes, I've only spent around half working on the new game, so it's very much in its infancy.
     
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  9. Darth Canoli Liturgist

    Darth Canoli
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    Instead of the usual "toggle to non-lethal mode" it would be great to just be able to flag the important enemies and anyone attacking them tries to incapacitate them instead, they don't even have to deal non lethal damage but they try to hold their hand when he's close to death of he's incapacitated when reaching 10/20% of his full HP.
    Eventually, that flag grants him damage reduction (a bigger one depending on when you flag him, bigger when full HP lower otherwise)

    Or something even simpler but most games don't bother with that and it's alright too.
     
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  10. Dickie Arcane Patron

    Dickie
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    Work faster! I enjoyed Vigilantes quite a bit and can't wait to see what you do on another game. Surely a day-one purchase for me.

    [​IMG]
     
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  11. Timeslip Timeslip Softworks Patron Developer

    Timeslip
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    Hi all,

    The sixth (and likely final) post release update for Vigilantes is now available. The focus of this update is content, with 5 new perks, 2 weapons, 3 utility items, 3 crafting recipes, and 7 newspaper articles. A bug causing issues with the difficulty of gang raids and a number of text errors have also been fixed.

    Vigilantes is 40% off on Steam, and if you happen to be on reddit, give this reddit post an upvote to keep it in the air.

    New Content
    - Perk: Float Like A Bee - Increases armour class by 6, if no firearm or melee weapon is equipped
    - Perk: Underworld Nemesis - Demoralises up to 3 enemies at the start of combat, reducing their AP and initiative
    - Perk: Mobility Drills - Increases move AP by 1 for entire team
    - Perk: Don't Interrupt Me - Reduces chance of triggering an interrupt or attack of opportunity by 8%
    - Perk: Influential - Doubles the character's area of influence, allowing them to inflict fear and terror on more distant enemies
    - Utility Item: Specialised Tools +
    - Utility Item: Field Manual
    - Utility Item: Advanced EMT Kit
    - Weapon: General Arms Peacemaker +
    - Weapon: Bar Mace +
    - Added 7 new newspaper articles

    Bugs & Text
    - Raid difficulty now scales with time, rather than being linked to the difficulty of the tile the raid occurs on (Dorok)
    - Defeating Elias Rooke now provides a single piece of high level intel
    - Fixed a number of text errors (liessahl & awg)
     
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  12. Falksi Arcane

    Falksi
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    Just downloaded this & played the first few missions.

    Fairly meh so far in terms of gameplay, but very early days. Absolutely THRIVE on the atmosphere though. Superb artwork & music.
     
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  13. anvi Cipher Village Idiot

    anvi
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    It wasn't for me tbh, made me just want to replay JA2. But it is well made.
     
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  14. Timeslip Timeslip Softworks Patron Developer

    Timeslip
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    Music is one of the things I'll invest more in this time around. Haven't licensed anything yet, but have been picking out tracks for the last two years. It's going to be a hell of a soundtrack, if you like dark synthwave.
     
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  15. Falksi Arcane

    Falksi
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    Atmospherically I'm loving it, but I am struggling to get into it as a game. I feel a bit too detatched from it, and as if the whole things a bit mathmetized.

    How long did you play it for before giving up? I'm only around 3 hours in, but - even though the combat itself seems OK in isolation - I'm starting to tire of it.
     
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  16. anvi Cipher Village Idiot

    anvi
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    I think I did about 3 hours, it seems well made and I even liked the story and setting which is some achievement seeing as I am story-phobic. But the battles were just a bit too simple for me and repetitive, maps a bit small, and seeing the multiple regions which you can scout and then attack, made my cravings for JA2 too strong. I ended up installing that instead, but I got sidetracked by another game in the meantime.
     
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  17. Nutria Savant

    Nutria
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    By that same logic, I would never play any new RPG made after 1992 because they can't match Darklands. Which actually is mostly true about me, but I try not to be 100% that way. We're not in the glory days when there were companies of 50 people making niche products like this, but that's no reason to ignore a good game made by a small team that knows their limitations and does the best they can within them.

    Also, I waste way less of my time fiddling with reloading people's guns between missions than in JA2.
     
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