Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • 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.

Game News Age of Decadence Preorders Begin

Mozgoëbstvo

Learned
Joined
Nov 23, 2011
Messages
812
Location
Od Vardara pa do Triglava
I like party-based combat as much as the next guy here. The reason AoD is a single-character game is because it fits the game better.

As you can see we do have the group fighting mechanics in place, so all we need is a proper interface. I can promise you that if AoD sells enough, you'll get a tactical, party-based dungeon crawler very quickly (since we have pretty much everything - the engine, the combat system, animations and assets, etc).

For realsies? :bounce:
 
Joined
Jan 9, 2011
Messages
2,815
Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. My team has the sexiest and deadliest waifus you can recruit. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
In a sci-fi setting, right?
since we have pretty much everything - the engine, the combat system, animations and assets, etc).

Since IT has SPQR-looking assets I doubt that it could quickly do anything without using them. So it seems highly unlikely that the setting would be sci-fi. Something like Ulysses 31 could probably be doable with minimum amount of work but it would be meh for me.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
For realsies? :bounce:
Yes.

Would be a waste of the combat system if we didn't. A lot of people like it, a lot of people think that it's the best part of the demo, a lot of people (including myself) like dungeon crawlers that are all about combat.

In a sci-fi setting, right?
No.

The goal is to release it fast, maybe within a few months after AoD's release. It's a parallel project, not the "official" second game. The fastest way is to use the existing engine, systems, animations, items, art assets, and minimum text (kind of like the combat demo). If we change anything - we're adding months of work.

Vault Dweller said:
<teleporting>
Why not just automatically resolve the battles?
Same thing?
 

Volrath

Arcane
Patron
Joined
May 21, 2007
Messages
4,299
What about that sci-fi idea you had about generation ships? I remember that sounding very cool.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
The colony ship game is a planned "full-scale" second project. I fell in love with the concept the moment I've read my first "colony ship" story and carried this love through my entire life. It will probably take us 2.5-3 years to develop it properly (since we already have the engine, tools, and can adapt many systems).

The "tactics" game will take 3-4 months to put together (since we have everything) and 3-4 months to test, since all we need is a "dungeon". Here is the "pitch":

"They sent me to the iron mines. I did ten years in a place called the Second Chance. It was like a big empty pot - called the town - with passages going off in every direction. The main ore deposits were long gone, but you could find a bit here and there. That’s what the tunnels were for. Every day you trade ore for food. No ore, no food. It’s a simple system that brings the best out of people."

- it's a cheap "under $10" game.
- you are a prisoner; the game takes place in one of the prison mines and the goal is to escape.
- it's a "locked" setting, min text, nothing gets in the way of fighting (and dying).
- the mines are ran by gangs (strong gangs rule the weak ones, stronger gangs are closer to the surface, clean air, and food; the bottom feeders are, well, at the bottom, which is where you're going), etc.
- you start at the bottom of the food chain and have to fight your way up, recruiting party members as you go.
 

VonVentrue

Cipher
Patron
Joined
Jul 16, 2007
Messages
814
Location
HPCE
Divinity: Original Sin Wasteland 2
For realsies? :bounce:
Yes.

Would be a waste of the combat system if we didn't. A lot of people like it, a lot of people think that it's the best part of the demo, a lot of people (including myself) like dungeon crawlers that are all about combat.

The sheer prospect of such a game seeing the light of day warms my heart. I'd be grateful if you could shed some light on some of your design goals in regard to that project one day (touching upon subjects like C&C, emphasis on puzzles or lack thereof, Ultima Underworld-esque dungeon simulation etc.).

Edit: I see you've outlined a few ideas already.
 
Repressed Homosexual
Joined
Mar 29, 2010
Messages
18,011
Location
Ottawa, Can.
The colony ship game is a planned "full-scale" second project. I fell in love with the concept the moment I've read my first "colony ship" story and carried this love through my entire life. It will probably take us 2.5-3 years to develop it properly (since we already have the engine, tools, and can adapt many systems).

The "tactics" game will take 3-4 months to put together (since we have everything) and 3-4 months to test, since all we need is a "dungeon". Here is the "pitch":

"They sent me to the iron mines. I did ten years in a place called the Second Chance. It was like a big empty pot - called the town - with passages going off in every direction. The main ore deposits were long gone, but you could find a bit here and there. That’s what the tunnels were for. Every day you trade ore for food. No ore, no food. It’s a simple system that brings the best out of people."

- it's a cheap "under $10" game.
- you are a prisoner; the game takes place in one of the prison mines and the goal is to escape.
- it's a "locked" setting, min text, nothing gets in the way of fighting (and dying).
- the mines are ran by gangs (strong gangs rule the weak ones, stronger gangs are closer to the surface, clean air, and food; the bottom feeders are, well, at the bottom, which is where you're going), etc.
- you start at the bottom of the food chain and have to fight your way up, recruiting party members as you go.

Isometric Gothic? o_O
 

Volrath

Arcane
Patron
Joined
May 21, 2007
Messages
4,299
The colony ship game is a planned "full-scale" second project. I fell in love with the concept the moment I've read my first "colony ship" story and carried this love through my entire life. It will probably take us 2.5-3 years to develop it properly (since we already have the engine, tools, and can adapt many systems).
Cool. Looking forward to that one.
 

PrzeSzkoda

Augur
Joined
Jan 27, 2004
Messages
632
Location
Zork - Poland
Project: Eternity
The colony ship game is a planned "full-scale" second project. I fell in love with the concept the moment I've read my first "colony ship" story and carried this love through my entire life. It will probably take us 2.5-3 years to develop it properly (since we already have the engine, tools, and can adapt many systems).

The "tactics" game will take 3-4 months to put together (since we have everything) and 3-4 months to test, since all we need is a "dungeon". Here is the "pitch":

"They sent me to the iron mines. I did ten years in a place called the Second Chance. It was like a big empty pot - called the town - with passages going off in every direction. The main ore deposits were long gone, but you could find a bit here and there. That’s what the tunnels were for. Every day you trade ore for food. No ore, no food. It’s a simple system that brings the best out of people."

- it's a cheap "under $10" game.
- you are a prisoner; the game takes place in one of the prison mines and the goal is to escape.
- it's a "locked" setting, min text, nothing gets in the way of fighting (and dying).
- the mines are ran by gangs (strong gangs rule the weak ones, stronger gangs are closer to the surface, clean air, and food; the bottom feeders are, well, at the bottom, which is where you're going), etc.
- you start at the bottom of the food chain and have to fight your way up, recruiting party members as you go.

Isometric Gothic? o_O

That'd be quite fun, actually. And without all those dragon/sleeper/orcs shanenigans.

The concept looks good. I'm all for it.
 

Admiral jimbob

gay as all hell
Joined
Sep 29, 2009
Messages
9,225
Location
truck stops and toilet stalls
Wasteland 2
Arguing that teleport to next location is worst than quest compass is a fair point...
It's not.

Quest compass is a problem in games revolving around exploration. Find X in a dungeon. Instead of exploring, looking for X, possibly missing it, the compass guides you straight to it, defeating the very purpose of exploring. Or find NPC X in some city. It's presented as a challenge, but it's not. Instead of having to ask around and look for that NPC, the challenge is to follow the arrow, which is what makes it so retarded.

In other words, there is a difference between creating a shortcut and eliminating pointless walking (did anyone enjoy running back and forth in ToEE's Hommlet?) and making you mindlessly follow the marker.

Why not just automatically resolve the battles?
Walking is a challenge equal to if not greater than mortal combat.
 

Forest Dweller

Smoking Dicks
Joined
Oct 29, 2008
Messages
12,373
The "tactics" game will take 3-4 months to put together (since we have everything) and 3-4 months to test, since all we need is a "dungeon". Here is the "pitch":

"They sent me to the iron mines. I did ten years in a place called the Second Chance. It was like a big empty pot - called the town - with passages going off in every direction. The main ore deposits were long gone, but you could find a bit here and there. That’s what the tunnels were for. Every day you trade ore for food. No ore, no food. It’s a simple system that brings the best out of people."

- it's a cheap "under $10" game.
- you are a prisoner; the game takes place in one of the prison mines and the goal is to escape.
- it's a "locked" setting, min text, nothing gets in the way of fighting (and dying).
- the mines are ran by gangs (strong gangs rule the weak ones, stronger gangs are closer to the surface, clean air, and food; the bottom feeders are, well, at the bottom, which is where you're going), etc.
- you start at the bottom of the food chain and have to fight your way up, recruiting party members as you go.
Eh, I thought your prison idea was going to be a full rpg. Would have been interesting.
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,761
Location
Copenhagen
If it's a pure dungeon-crawler, what's the reasoning behind not allowing us to create the party members ourselves?
 

empi

Augur
Joined
Mar 7, 2010
Messages
452
Doesn't really sound like a dungeon crawler, much more like an AoD tactics. Without the exploration, atmosphere, environment interaction, just having combat after combat would soon be stale by the sounds of it, to me at least.

P.S Sorry for breaking the fanboy stream!
 

20 Eyes

Liturgist
Joined
Nov 23, 2010
Messages
1,395
Arguing that teleport to next location is worst than quest compass is a fair point...
It's not.

Quest compass is a problem in games revolving around exploration. Find X in a dungeon. Instead of exploring, looking for X, possibly missing it, the compass guides you straight to it, defeating the very purpose of exploring. Or find NPC X in some city. It's presented as a challenge, but it's not. Instead of having to ask around and look for that NPC, the challenge is to follow the arrow, which is what makes it so retarded.

In other words, there is a difference between creating a shortcut and eliminating pointless walking (did anyone enjoy running back and forth in ToEE's Hommlet?) and making you mindlessly follow the marker.

Why not just automatically resolve the battles?
Walking is a challenge equal to if not greater than mortal combat.

The focus of the game, at least what I saw of the demo, is clearly on building a character and seeing how it reacts in the world based on your decisions. Why not just go all out and just make combat text-based and automatically resolved based on your stats, equipment, and decisions? Instead we're instantly teleported into battles where our only tactical decision is who do we attack first and with what. All of this could have been much more easily done through text. Seeing these animations play out is just as pointless as walking around a game world.

The Age of Decadence is an interesting game, I'm just struggling to understand why they made all these assets if they're barely going to use them. Why even make a town map when a menu screen with a picture of the town in the background would have done everything you needed? When I played the demo, most of the time I was wondering why the graphics were even there because there is usually no point in even looking away from the text. If you're not intended to explore and get to know your surroundings, why even bother making them? From what I've seen, Age of Decadence should have been a text game or a windows form game. It would have accomplished everything it does well much easier and it probably would have been released by now.
 

Emily

Arcane
Joined
Mar 21, 2012
Messages
3,068
The colony ship game is a planned "full-scale" second project. I fell in love with the concept the moment I've read my first "colony ship" story and carried this love through my entire life. It will probably take us 2.5-3 years to develop it properly (since we already have the engine, tools, and can adapt many systems).

The "tactics" game will take 3-4 months to put together (since we have everything) and 3-4 months to test, since all we need is a "dungeon". Here is the "pitch":

"They sent me to the iron mines. I did ten years in a place called the Second Chance. It was like a big empty pot - called the town - with passages going off in every direction. The main ore deposits were long gone, but you could find a bit here and there. That’s what the tunnels were for. Every day you trade ore for food. No ore, no food. It’s a simple system that brings the best out of people."

- it's a cheap "under $10" game.
- you are a prisoner; the game takes place in one of the prison mines and the goal is to escape.
- it's a "locked" setting, min text, nothing gets in the way of fighting (and dying).
- the mines are ran by gangs (strong gangs rule the weak ones, stronger gangs are closer to the surface, clean air, and food; the bottom feeders are, well, at the bottom, which is where you're going), etc.
- you start at the bottom of the food chain and have to fight your way up, recruiting party members as you go.
O MY FUCKING GOD PLEASE PLEASE MAKE THIS!
Especialy that start from bottom and try to reach surfice i love the idea.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
Doesn't really sound like a dungeon crawler, much more like an AoD tactics. Without the exploration, atmosphere, environment interaction...
Who says without?

That makes no sense. Variations in builds and weapons are just as different.
Not quite.

In my opinion, creating a party works best with classes. You mix and match different classes with different strengths and weaknesses (built-in in every class). You can't achieve the same with relatively simple systems like SPECIAL (Fallout Tactics), or the ones used in Spiderweb games (if you go with fighters/rangers), AoD, etc.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom