Crooked Bee
(no longer) a wide-wandering bee
Tags: Tomes of Mephistopheles
FinalBossFight.co.uk have posted an interview with Alexander Zubov and Clay Cameron, the developers behind Tomes of Mephistopheles, the first person indie dungeon-crawling ARPG with randomly generated environments that has recently gone alpha.
They also talk about "tailoring spells and crafting items", the importance of going for "the playable alpha model", the developers' "gaming influences" -- that are apparently mostly FPSes with an occasional Zelda, Elder Scrolls and Might and Magic title thrown in -- and finally their plans for future versions of ToM :
Personally, I hope we won't be only fighting skeletons in this game! Meanwhile, you can read the interview in full here.
FinalBossFight.co.uk have posted an interview with Alexander Zubov and Clay Cameron, the developers behind Tomes of Mephistopheles, the first person indie dungeon-crawling ARPG with randomly generated environments that has recently gone alpha.
FBF: Can you briefly explain the concept of the game, for people who might not have read anything about the game so far?
Clay: Tomes of Mephistopheles (ToM for short) is in essence a first person version of an old school RPG dungeon crawler with randomly generated dungeons, and potential for vast world sizes built upon various elements. ToM takes the typical dungeon crawler further by using collision based combat (if you swing your sword or cast a spell and it hits something, it actually hits it, no turn based combat or clunky targeting systems). Not only that, but ToM also allows for destruction of the dungeon with bombs or spells, and even allows AI to destroy walls to get to you. ToM is one of those games that allows the player to play both offline single player or take that same character or world online and share it with others. You can play co-op or compete against other players in PvP combat, or simply team up to manipulate the world and build upon it. You can even run a dedicated server if you want your world to be online, but you don’t want to be online to keep it running.
Alex: To condense it even further, I would say imagine a marriage of Diablo and Hexen in the world of Terraria.
Clay: Tomes of Mephistopheles (ToM for short) is in essence a first person version of an old school RPG dungeon crawler with randomly generated dungeons, and potential for vast world sizes built upon various elements. ToM takes the typical dungeon crawler further by using collision based combat (if you swing your sword or cast a spell and it hits something, it actually hits it, no turn based combat or clunky targeting systems). Not only that, but ToM also allows for destruction of the dungeon with bombs or spells, and even allows AI to destroy walls to get to you. ToM is one of those games that allows the player to play both offline single player or take that same character or world online and share it with others. You can play co-op or compete against other players in PvP combat, or simply team up to manipulate the world and build upon it. You can even run a dedicated server if you want your world to be online, but you don’t want to be online to keep it running.
Alex: To condense it even further, I would say imagine a marriage of Diablo and Hexen in the world of Terraria.
They also talk about "tailoring spells and crafting items", the importance of going for "the playable alpha model", the developers' "gaming influences" -- that are apparently mostly FPSes with an occasional Zelda, Elder Scrolls and Might and Magic title thrown in -- and finally their plans for future versions of ToM :
FBF: You’ve already begun adding in large amounts through updates, can we get any hints at future plans?
We’ll give you a short list of what was recently discussed in irc:
We’ll give you a short list of what was recently discussed in irc:
- social AI, meaning they aggressive with each other
- group spawning AI, with 1 or 2 harder enemies in the bunch
- mage skeletons, possibly a boss or miniboss version that has better spells stats, maybe they dodge more, take less pain, cast more often
- 1 or 2 new room shapes being huge rooms designed for mini-bosses and major bosses
- about 3-5 quests on game start (or possibly endless random quests to keep the player occupied) where you have to kill these big spawns and get a reward such as a spell or weapon upgrade. (These quests will be sort of temporary until we get a permanent quest system with more dynamics designed later.)
- multiple dungeon levels
Personally, I hope we won't be only fighting skeletons in this game! Meanwhile, you can read the interview in full here.