Excidium II
Self-Ejected
5 years sounds like a gross overstimation to me but you're the one that was on the same project for a decade.
So. AoD Reviews. They're really something, aren't they?
This is true because CRPG'S have refused to move on from the dungeons and dragons origins. Why is it always the same solutions: Talk Smash or Lockpick your way out of a quest. Why are game worlds and NPC just guiders to the next dungeon /cave /underworld /abandoned subway. The unique ones, the ones I think should be the future of RPGs are those that shift the focus to people and people interactions not dungeons caves and loot(everyother RPG is already about this and has already done it). The games trying to be different are hardly recognised here: games like Mount and Blade, Crusader Kings 2. This is what rpgs should be about: Role Playing with actual simulated people with behaviors not just being there as quest givers to the nearest dungeon. People who act according to their set traits not the next scripted event.Indeed. Sad that's more or less the point where CRPGs stopped.
Nobody's read that one good review.So. AoD Reviews. They're really something, aren't they?
all of them are shit, except for one
In December, most likely before Christmas.
5 years sounds like a gross overstimation to me but you're the one that was on the same project for a decade.
ITS also made Dungeon Rats, which is an awesome game, in what, one year and half?
Number of people really isn't comparable like that, since you don't know what exactly are their contributions. But as far as I know Styg did a much bigger percentage of the work by himself, including programming the engine.5 years sounds like a gross overstimation to me but you're the one that was on the same project for a decade.
Let’s do the math. Vault Dweller and Nick spent four years working on this project on their spare time. Mazin and Oscar came later. Mazin, Oscar and Nick also worked two (maybe three years?) on Dead State. Thus, we only have six years of a four people team (half of it get together over the years) releasing a massive C&C game while simultaneously working on another game. Styg, which some people here praise as a Mozart that supposedly does all by himselfand using decline MMO design in cRPGs, had a team of seven people (Stefan Cupovic, Mario Tovirac, Ivana Radisic, Mark Wowk, Diego Candia and Kira Mayer) and took seven years. ITS also made Dungeon Rats, which is an awesome game, in what, one year and half? Ok, but that doesn’t count because you don’t give a shit about facts. You just want to talk out of your hat.
Everything seems to be wisely planned according to the CSG Update#35 years sounds like a gross overstimation to me but you're the one that was on the same project for a decade.
Read the wiki page again. What I heard mostly was Styg worked on Underrail alone for quite a long time, before joined by others. Besides, he also worked on the engine from scratch (!) by himself (!) in the beginning. As confirmed by the wikipedia, at first it was "one full-time developer" turned into "a team of three developers" thanks to sales on Steam Early Access in 2013 (development of the engine began in late 2008, game development began in late 2009).Styg, which some people here praise as a Mozart that supposedly does all by himselfand using decline MMO design in cRPGs, had a team of seven people (Stefan Cupovic, Mario Tovirac, Ivana Radisic, Mark Wowk, Diego Candia and Kira Mayer) and took seven years
I'd argue that reading AoD steam reviews is clearly more of an exercise in masochism than playing the game.
Indeed. It's no wonder one cannot quit the Codex. It's our safe space. If you are into BDSM try reading Leddit RPG discussions.I'd argue that reading AoD steam reviews is clearly more of an exercise in masochism than playing the game.
Reading about about RPGs anywhere on the internet beside the Codex is a pure masochism. Yesterday made a mistake of reading some yt comments on some miserable video about RPGs. Both gave me cancer and I am still angry.