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Sneaky Seal

Aurum Dust
Developer
Joined
Sep 14, 2016
Messages
346
Location
Sealand-upon-Duck
Another character we've finished working on - Fisk.

"Long ago he was a brave soldier and even committed some acts of heroism – but today he’s just a simple guard and not even one of the best – all because of his love for firewater, although that is a disaster that can befall most people. Fisk always spends his salary in the nearest tavern and then borrows money from friends. The strange side effect of his drunkenness is a tendency to long conversations – and with the bullshit that he talks this shabby dude is able to torture to death anyone he didn’t get with his spear."

ootwUEL.png
 

Popiel

Arcane
Patron
Joined
Jul 15, 2015
Messages
1,499
Location
Commonwealth
Pillars of Eternity 2: Deadfire
Okay, this looks really awesome, I dig this art style wholeheartedly, yet still I think it's a little bit too similar to how The Banners Saga looks like. Lore also seems interesting.
 

Wulfstand

Prophet
Joined
Jul 13, 2009
Messages
2,209
Looks bitchin'. Really dig the art-style, then again it's one of the main reasons why I was so hooked on the Banner Saga. Get together a great soundtrack too and I'm your fan.
 

Sneaky Seal

Aurum Dust
Developer
Joined
Sep 14, 2016
Messages
346
Location
Sealand-upon-Duck
Okay, this looks really awesome, I dig this art style wholeheartedly, yet still I think it's a little bit too similar to how The Banners Saga looks like. Lore also seems interesting.
Well, as I've said earlier – there is quiet a number of inspirations for that. As our main dude said: "I really wanted it to look like Disney’s Fire and Ice and LoTR, and The Snow Queen (1957) and Twelve Months (1956) by the Soviet studio Soyuzmultfilm – thin lines, simple forms and fills, a warm palette. At the same time, it would have to be quite close to comic books in its aesthetics".

Looks bitchin'. Really dig the art-style, then again it's one of the main reasons why I was so hooked on the Banner Saga. Get together a great soundtrack too and I'm your fan.
Oh, boy, there is something in the works, you gotta trust us on this.

Also, we have another character ready:

6wyq7ey92q6y.jpg


So this time would you like to take a guess what is he all about? What is his personality like? What are his goals? What are his tendancies? How often and what for does he use his big sword?

We try to make sure that each character gives off the right emotions – so I woner if we manage to do it right.
 

Wulfstand

Prophet
Joined
Jul 13, 2009
Messages
2,209
Yeah exactly, the game's artstyle reminds me alot of cartoons from a few decades ago, like The Lord of the rings and Flight of the dragons, while still looking somewhat fresh, love it. I'm all for more games with a similar artstyle.

As for the character Sneaky Seal , he reminds me alot of The Hound/Sandor Clegane from A Song of Ice and Fire. An executioner, maybe? That sword immediately makes me think it's used for chopping off heads.
 

ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
28,349
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
His arms look off to me, but I'm looking at it from a tiny phone so what do I know.
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,852
Looks interesting in a meh kinda way. wont follow it but ill probably play it when it comes if someone reminds me.
 

Sneaky Seal

Aurum Dust
Developer
Joined
Sep 14, 2016
Messages
346
Location
Sealand-upon-Duck
As for the character Sneaky Seal , he reminds me alot of The Hound/Sandor Clegane from A Song of Ice and Fire. An executioner, maybe? That sword immediately makes me think it's used for chopping off heads.

Any guy with a sword that big is using it to conceal something.

Big sword and an empty pouch

His arms look off to me, but I'm looking at it from a tiny phone so what do I know.

Thank you for your feedback I'll share it with the artist. Here's the character's description we've based him on:

"Eik is a simple man – a huge soldier with iron fists and a bull’s neck rather than a sharp mind, so he prefers a good punch in the forehead (giving it, not getting it) to philosophical disputes about the nature of good and evil. His criteria of good and bad are simple too: if everybody is alive and healthy that means everything is alright. And if there’s some good beer in a tankard and some gold coins in his pockets, that means everything is wonderful. Eik is exactly what you’d call an expert in the intricacies of human nature. That’s why he doesn’t believe anyone except himself, probably. He’s never been noticed talking to himself, though."

Looks interesting in a meh kinda way. wont follow it but ill probably play it when it comes if someone reminds me.

Maybe wait till you see more stuff? We haven't showed much of the actual game yet - the combat and role playing systems.
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,852
Maybe wait till you see more stuff? We haven't showed much of the actual game yet - the combat and role playing systems.
It just feels like ive seen it before.
Im expecting an extremely gamey systems with numbers that dont mean anything in real life, im expecting a set protagonist, im expecting combat to be scenario based, im expecting no real exploration, im expecting little to no interaction with the world, etc.
 

Sneaky Seal

Aurum Dust
Developer
Joined
Sep 14, 2016
Messages
346
Location
Sealand-upon-Duck
Maybe wait till you see more stuff? We haven't showed much of the actual game yet - the combat and role playing systems.
It just feels like ive seen it before.
Im expecting an extremely gamey systems with numbers that dont mean anything in real life, im expecting a set protagonist, im expecting combat to be scenario based, im expecting no real exploration, im expecting little to no interaction with the world, etc.
First of all, your description can fit pretty much any game, with a bit of a stretch. Just as the fact that everything new is in a way an interpretation of everything created before that. We are working on a mix of a visual novel and a tactical game - and this mixture has its ingredients. It would be strange to say that a pumpkin pie tastes nothing like an apple pie.
In any case, our combat system is based on health, energy and strength parameters for every unit. I am not sure this is a great analogy, but the same parameters can be used to describe a fighter in the ring.
For the scenario based combat - I have to disagree with you completely. Most of the fights will be adjusted to your particular party build and the playthrough.
Regarding the interaction with the world - it depends on how you define the scope of the interaction. What if for every question asked you can choose between "Yes/No" and "Kill the one asking"? For real, just kill anyone. How is it? Is that enough of the influence? What I mean is that we have several protagonists and their actions, which you select during your playthrough, affect the state of the world. Do something and everyone (both this protagonist and the other 2 with their teams) will have a harder time staying alive - they will miss some needed resources on the road, will be attacked by bandits or will not receive the needed help. AI will get stronger and smarter. Is this enough to make you feel a strong and real interaction with the world? I am not sure, we are trying to create this feeling not with some fake choices but in every interaction, place, event.
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,852
Several protagonists? you plan to go with the final fantasy 6 route? plan to add C&C on top of that? thats interesting enough.
Isnt only having 3 stats a bit too simplistic? does that mean there wont be character building?
 

Sneaky Seal

Aurum Dust
Developer
Joined
Sep 14, 2016
Messages
346
Location
Sealand-upon-Duck
Several protagonists? you plan to go with the final fantasy 6 route? plan to add C&C on top of that? thats interesting enough.

Yes, similar to that - we plan to have 3 protagonists with their own parties you will play for (so 1st chapter you play for the first character, second one - for the second one, and so on). But we are also really invested into creating meaningful C&C and continuity - we're trying to avoid using the "Game Over" screen by any means - so the player should be able to lose a whole party (in combat or via "wrong" choices) but the playthrough will continue for the 2 other parties (though they are much more likely to fail in their quest in this scenario). Here's a sample dialogue tree where you can see various choices:

articy.jpg


Of course, there are some limitations to the scope of the C&C and we still want to tell the story we have in mind, but rogue-style permadeath in combat and extensive plot tree should give enough variety for multiple playthroughs.


Isnt only having 3 stats a bit too simplistic?

On one hand - we want to go for something easy to grasp but hard to master, so the 3 parameters are nor overwhelming in this way.

On the other hand - they are not static but are constantly changing during the battle. For example, a warrior's "Rush" cost 1xAT of HP, deals 2xAT of damage (either to opponent's HP or MP as you choose), increases the AT by 1 and pushes the opponent 2 tiles away. So you can use it several times (healing the warrior after each turn) and turn him into a one-shot damage-dealer.

It does have good tactical and RPG depth and is quiet fun, in my opinion. You can also read more on the thought process behind it on our website here, or play it yourself using the prototype here (there is no AI yet, so either open in in 2 tabs, get a friend to play against you or PM me so we can arrange a time for it).


does that mean there wont be character building?

This is a tricky one - we want to have archetypes that are pretty traditional (i.e. warrior, guard, archer, etc.) so the player knows what to expect from each character. At the same time, we want to give the player an opportunity to adjust each character to his style/party build. So, the guard can be a pure tank that stacks HP and decreases incoming damage, or he can be stacking AT and go from a tank to a damage dealer over the course of the battle.

As for the way the player will build the character - that's open to discussion. It might be via a character sheet or a skill tree, with experience points and leveling up or via getting the points right away (more in an old school way). If you have any thoughts on this aspect - fell free to share.
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,852
The narrative aspect sounds really great. The stats sound simpler than what an RPG maker game gives you to work with, but its not big deal, it will just be a weak part of the game, but that can be a good thing if you dont want the players to focus on it.
Will this game have status effects?
 

Sneaky Seal

Aurum Dust
Developer
Joined
Sep 14, 2016
Messages
346
Location
Sealand-upon-Duck
The stats sound simpler than what an RPG maker game gives you to work with, but its not big deal, it will just be a weak part of the game, but that can be a good thing if you dont want the players to focus on it.
RPG maker does things differently, offering more stats to work with. We didn't want to shift the focus too much from the tactical part of the game towards number crunching of the builds. The 3 stats allow us to do just that. At the same time all the three stats constantly change over the course of the battle as most of the actions/attacks affect all three of them.
Thus, instead of setting up your party build once and throwing it in the battles - you need to keep track of characters stats during each encounter, adjusting your tactics to them.

Will this game have status effects?
No, changes to the stats are permament during 1 encounter (so an action like "Anger" will use 3 energy points and add 1 to attack. This +1 AT will not be deducted over the course of the encounter but the parameters will reset after it).

If you don't mind - can we please move the further conversation about the battle system to an appropirate thread "Combat mechanics"? This was originally intended for sharing art from the game.

BTW, here is another character that is ready to be used in the game.

Ieuh4id.png


Baron Trobbel is the indispensable burgomaster of Albus. A distant relative of the King. Persistent and stubborn – that’s why he’s retained his mayorship for so long. People joke that Trobbel doesn’t die because Death didn’t manage to convince him that he should.

Does he look trustworthy? Or do you think he's rather a shady guy that will backstab you during your playthrough
 

Sneaky Seal

Aurum Dust
Developer
Joined
Sep 14, 2016
Messages
346
Location
Sealand-upon-Duck
Well, I wouldn't let him babysit my six-year-old if that's what you mean.
Ha, he is actually one of the good guys (or more specific he is killed too early into the story to do something evil).

Now this is a guy you might want to be wary of:

qgkZKVn.png


Coronzon is a cardinal of Divine Retribution Temple. His eyes are as tenacious as his long thin fingers – and if his glance stopped on somebody’s face for more than a couple of seconds, it means that Coronzon has seen right through this man – and has already decided on his destiny.
Do you consider him good or the bad guy?
 

Mr. Pink

Travelling Gourmand, Crab Specialist
Joined
Jan 9, 2015
Messages
3,044
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Steve gets a Kidney but I don't even get a tag.
Well, I wouldn't let him babysit my six-year-old if that's what you mean.
Ha, he is actually one of the good guys (or more specific he is killed too early into the story to do something evil).

Now this is a guy you might want to be wary of:

qgkZKVn.png


Coronzon is a cardinal of Divine Retribution Temple. His eyes are as tenacious as his long thin fingers – and if his glance stopped on somebody’s face for more than a couple of seconds, it means that Coronzon has seen right through this man – and has already decided on his destiny.
Do you consider him good or the bad guy?

I don't know if he's a good or bad guy but he looks like an asshole.
 

Sneaky Seal

Aurum Dust
Developer
Joined
Sep 14, 2016
Messages
346
Location
Sealand-upon-Duck
I don't know if he's a good or bad guy but he looks like an asshole.

That is pretty on point :D

Out of curiosity, which character is the happiest, most positive person in the game?
That is a great question - our world is rather dark and full of tragic events, thus you don't get many happy faces. Still, probablty Rusk is the one
rusk.png


Here is his short bio:
"He arrived to Albus so long ago that none of the locals don’t imagine the city without him. He holds the shop of different rarities near the city hall. Rask doesn’t tell to anyone, where he takes the goods but he is always happy to talk about anything else. He’s a connoisseur of ancient history, myths and legends. Rask calmly concerns the gossips that he himself comes up with all this fables, just to fool his buyers. He’s always satisfied with everything and sees in everything and in everybody only the good side. Or the profit. Or both.".

That is as close as we will get to having a happy and cheerful character. Do you think we should add some happy faces to the roster?
 

laclongquan

Arcane
Joined
Jan 10, 2007
Messages
1,870,150
Location
Searching for my kidnapped sister
Do you want to stop people's comparison your game with Banner Saga?

Do you want people to imagine your game'simage when they see the name and imagine the name when they see the image?

Do you?
...
..
.
Make an absolutely gorgeous female character with pronounced behind. Whether she's a playable character or NPC doesnt matter. She should be a prominent figure in the scheme of thing.

Make several images with her in different costumes, setting, actions.

Make her an icon of your game.

NOBODY will think of your game as similar to Banner Saga from now on.

As a bonus, the marketing for your game become markedly easier.

DU EEEEET!
 

ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
28,349
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Do you want to stop people's comparison your game with Banner Saga?

Do you want people to imagine your game'simage when they see the name and imagine the name when they see the image?

Do you?
...
..
.
Make an absolutely gorgeous female character with pronounced behind. Whether she's a playable character or NPC doesnt matter. She should be a prominent figure in the scheme of thing.

Make several images with her in different costumes, setting, actions.

Make her an icon of your game.

NOBODY will think of your game as similar to Banner Saga from now on.

As a bonus, the marketing for your game become markedly easier.

DU EEEEET!
laclongquan school of marketing strikes again.
 

Mustawd

Guest
His arms look off to me, but I'm looking at it from a tiny phone so what do I know.


That's cuz his forearms are just as thick as his biceps, which looks goofy as hell.
 
Last edited by a moderator:

laclongquan

Arcane
Joined
Jan 10, 2007
Messages
1,870,150
Location
Searching for my kidnapped sister
If it work, dont sneer at it.


Unfortunately, game developers are not marketers or salemen though. The concept of striking deep into customer's psyche (gamers' heart) is foreign to them. They think such tactics is beneath their fists.
 

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