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KickStarter BEAUTIFUL DESOLATION - isometric post-apocalyptic adventure from STASIS developer

ItsChon

Resident Zoomer
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Steve gets a Kidney but I don't even get a tag.
We've tried to keep the game feeling 'chunky' if that makes sense? Lots of feedback to your clicking and interactions, both negative and positive. All the interfaces slide smoothly and quickly, and we have worked hard to get any loading times down to as short as possible. The idea is to make it as fast to get from point A to point B as possible, weather it's just traversing a map, or going from one side of the world to another.

In terms of how the character feels, its probably closer to Diablo than Pillars Of Eternity. The characters aren't as fast as in Pillars (although our maps aren't as complex in their layout) - but their movement feels more solid. The path-finding is super robust, so there is no way you can get 'stuck' in areas. Other characters have enough intelligence to 'rubber band' around you so as not to get in the way.
The game has an intelligent camera, but we stayed away with any sort of lagging or fancy camera movements - it feels as close to an old school 2D game camera as possible. Its always center locked on Mark, so you'll never loose him in the game. Even our zoom levels are 'locked', without smooth tweening between them.
Nic also spent a lot of time in making the character very grounded in the world. Things like leaving accurate footprints depending on the surface you are walking on, with sounds that are matched to actual footfall, as well as zones that alter the sounds, such as adding in small bits of echo if you are in an enclosed place, or even just running over some metal.

Describing game feel is very hard to do, and it can be even harder to implement! I am really interested in how people respond to it. My hope is that they.... don't. That the game just FEELS right and doesn't draw attention to itself.
Thanks for the info friend, as more and more screenshots and info gets released, I get more and more excited to play this game. This screenshot is especially nice.

Keep up the great work!
 

Pyke

The Brotherhood
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Thanks so much!

Here is a higher res version of that shot:

ss_1ebb5b0c012e38e7d0e7ebd82b8c90100292a3cf.jpg
 

lightbane

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Pyke In all games, but especially in adventure games, the way a game feels in regards to when you're playing it and how your character walks around is extremely important, and translates directly to a player's level of enjoyment and involvement with a game. Have y'all taken any steps to ensure the game feels good to play? Is there a game that perhaps is similar to Beautiful Desolation in regards to how the character walks around the map?

In other words: Can the protagonist run? Or walk fast? Or at least quickly move to another screen instead of walking all the way around like the guy from Sanitarium? If the MC has to walk around in very large environments, it will quickly turn into a painful experience, no matter how cool they look.
 

Pyke

The Brotherhood
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Walk, run, and sprint all depending on the distance needed to traverse. Pathfinding will always pick the fastest way, and other characters will automatically move out of the required path, or stop to make sure you don't run into them. Basically the pathing always favors the players movement. There is no fast travel in the game, although generally speaking if you see an EXIT icon and you click on it, you'll be automatically 'teleported' into the area.
Area of effect for actions is also quite large, so you can do certain actions without needing to be in the exact right spot.
 

Pyke

The Brotherhood
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It does have some RPG elements to it
I remember at one point you were playing with the idea of giving the PC some stats/skills - did that make it in?

We did look at putting in some stats and a skill tree, but it becomes very hard to balance that when you're trying to make an adventure game with inventory puzzles. So like, lets say you have a lockpick skill - does that mean that all puzzles that involve opening a door must be able to be overcome with that skill? You then have to design all your puzzles around a stat/skill system, and it can quickly devolve into super simple interaction with skill checks, instead of more hand crafted puzzles.

I would love to experiment more with some RPG elements in the future - but the game would have to be built around that system at its core for it to really work.

When you have a repeatable loop (like a combat loop), then you can work with a skill system because its something that's almost self balancing. When you are trying to make each small interaction unique somehow, then having a system that is based around repeat-ability (ie, try, fail, level up, try again) becomes more of a 'shoe horn this in' thing. It's something I struggle with even in my recent delving into DMíng Pen and Paper RPG's - how do you make failure an actual experience other than 'roll again'?
 

Pyke

The Brotherhood
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South Africa
All that said, I'm really enjoying the simpler more narrative focused pen and paper RPG systems. I recently played MOTHERSHIP ( http://www.tuesdayknightgames.com/mothership ) and that system would translate PERFECTLY into a CRPG.

My favorite system is DREAD ( https://dreadthegame.wordpress.com/about-dread-the-game/ ) which I have modified to work with a d6/d10 adding in more random chance to the experience. If I could somehow turn DREAD into a CRPG it would be amazing. But it's a little too rule light and abstraction heavy to work in the confines of a computer!
 

V_K

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at a Nowhere near you
It does have some RPG elements to it
I remember at one point you were playing with the idea of giving the PC some stats/skills - did that make it in?

We did look at putting in some stats and a skill tree, but it becomes very hard to balance that when you're trying to make an adventure game with inventory puzzles. So like, lets say you have a lockpick skill - does that mean that all puzzles that involve opening a door must be able to be overcome with that skill? You then have to design all your puzzles around a stat/skill system, and it can quickly devolve into super simple interaction with skill checks, instead of more hand crafted puzzles.

I would love to experiment more with some RPG elements in the future - but the game would have to be built around that system at its core for it to really work.
You just have to design 2-4 alternative solutions for every puzzle and lock them behind stats. Easy! :lol:
 

Pyke

The Brotherhood
Developer
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Messages
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South Africa
It does have some RPG elements to it
I remember at one point you were playing with the idea of giving the PC some stats/skills - did that make it in?

We did look at putting in some stats and a skill tree, but it becomes very hard to balance that when you're trying to make an adventure game with inventory puzzles. So like, lets say you have a lockpick skill - does that mean that all puzzles that involve opening a door must be able to be overcome with that skill? You then have to design all your puzzles around a stat/skill system, and it can quickly devolve into super simple interaction with skill checks, instead of more hand crafted puzzles.

I would love to experiment more with some RPG elements in the future - but the game would have to be built around that system at its core for it to really work.
You just have to design 2-4 alternative solutions for every puzzle and lock them behind stats. Easy! :lol:

Ah - but then what if there are items involved in those solutions? Then you have an inventory full of useless items! Unless you make items have multiple uses! But then how can you manage the amounts OF those items to ensure they can be called when needed? I swear - game design is like this huge ball of twine that's sentient and hates you.
 

V_K

Arcane
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Messages
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at a Nowhere near you
It does have some RPG elements to it
I remember at one point you were playing with the idea of giving the PC some stats/skills - did that make it in?

We did look at putting in some stats and a skill tree, but it becomes very hard to balance that when you're trying to make an adventure game with inventory puzzles. So like, lets say you have a lockpick skill - does that mean that all puzzles that involve opening a door must be able to be overcome with that skill? You then have to design all your puzzles around a stat/skill system, and it can quickly devolve into super simple interaction with skill checks, instead of more hand crafted puzzles.

I would love to experiment more with some RPG elements in the future - but the game would have to be built around that system at its core for it to really work.
You just have to design 2-4 alternative solutions for every puzzle and lock them behind stats. Easy! :lol:

Ah - but then what if there are items involved in those solutions? Then you have an inventory full of useless items! Unless you make items have multiple uses! But then how can you manage the amounts OF those items to ensure they can be called when needed? I swear - game design is like this huge ball of twine that's sentient and hates you.
Nothing wrong with useless items and red herrings though. Just adds to the challenge and discourages bruteforcing.
When I was studying IT many years ago (before I switched to humanities), it was a staple of physics exams: problems with extra data provided, which was actually irrelevant to the solution. The point was that if the problem provided exactly enough data to solve it, students could just bruteforce solution by cherry-picking formulas that tie the data together instead of actually understanding the underlying phenomena.
 

Pyke

The Brotherhood
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Messages
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South Africa
It does have some RPG elements to it
I remember at one point you were playing with the idea of giving the PC some stats/skills - did that make it in?

We did look at putting in some stats and a skill tree, but it becomes very hard to balance that when you're trying to make an adventure game with inventory puzzles. So like, lets say you have a lockpick skill - does that mean that all puzzles that involve opening a door must be able to be overcome with that skill? You then have to design all your puzzles around a stat/skill system, and it can quickly devolve into super simple interaction with skill checks, instead of more hand crafted puzzles.

I would love to experiment more with some RPG elements in the future - but the game would have to be built around that system at its core for it to really work.
You just have to design 2-4 alternative solutions for every puzzle and lock them behind stats. Easy! :lol:

Ah - but then what if there are items involved in those solutions? Then you have an inventory full of useless items! Unless you make items have multiple uses! But then how can you manage the amounts OF those items to ensure they can be called when needed? I swear - game design is like this huge ball of twine that's sentient and hates you.
Nothing wrong with useless items and red herrings though. Just adds to the challenge and discourages bruteforcing.
When I was studying IT many years ago (before I switched to humanities), it was a staple of physics exams: problems with extra data provided, which was actually irrelevant to the solution. The point was that if the problem provided exactly enough data to solve it, students could just bruteforce solution by cherry-picking formulas that tie the data together instead of actually understanding the underlying phenomena.

One way of doing it would be to have an object that has more than one use, but can only be used once, forcing the player to use a different method of completing a puzzle. So each puzzle has a Skill Check way of completing it, or an inventory way - and if you use the inventory way on one puzzle, you are forced to use the skill check way on another.

You do then run into some branching issues of complexity to obtain the final item feeling like it could be going to waste if there is a skill check to do it. So why do all the effort to make a specific key, when you can just pick the lock. But it is something that can be designed for. I really do wanna explore this kind of more emergent less linear puzzle solving in the next game.
 

V_K

Arcane
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Nov 3, 2013
Messages
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at a Nowhere near you
It does have some RPG elements to it
I remember at one point you were playing with the idea of giving the PC some stats/skills - did that make it in?

We did look at putting in some stats and a skill tree, but it becomes very hard to balance that when you're trying to make an adventure game with inventory puzzles. So like, lets say you have a lockpick skill - does that mean that all puzzles that involve opening a door must be able to be overcome with that skill? You then have to design all your puzzles around a stat/skill system, and it can quickly devolve into super simple interaction with skill checks, instead of more hand crafted puzzles.

I would love to experiment more with some RPG elements in the future - but the game would have to be built around that system at its core for it to really work.
You just have to design 2-4 alternative solutions for every puzzle and lock them behind stats. Easy! :lol:

Ah - but then what if there are items involved in those solutions? Then you have an inventory full of useless items! Unless you make items have multiple uses! But then how can you manage the amounts OF those items to ensure they can be called when needed? I swear - game design is like this huge ball of twine that's sentient and hates you.
Nothing wrong with useless items and red herrings though. Just adds to the challenge and discourages bruteforcing.
When I was studying IT many years ago (before I switched to humanities), it was a staple of physics exams: problems with extra data provided, which was actually irrelevant to the solution. The point was that if the problem provided exactly enough data to solve it, students could just bruteforce solution by cherry-picking formulas that tie the data together instead of actually understanding the underlying phenomena.

One way of doing it would be to have an object that has more than one use, but can only be used once, forcing the player to use a different method of completing a puzzle. So each puzzle has a Skill Check way of completing it, or an inventory way - and if you use the inventory way on one puzzle, you are forced to use the skill check way on another.

You do then run into some branching issues of complexity to obtain the final item feeling like it could be going to waste if there is a skill check to do it. So why do all the effort to make a specific key, when you can just pick the lock. But it is something that can be designed for. I really do wanna explore this kind of more emergent less linear puzzle solving in the next game.
Interesting that you see skillchecks as an alternative to inventory-based puzzles. I was thinking more of combining the two together. So e.g. to force a door you'd need a crowbar and a Strength value over some threshold. And if you don't, you could e.g. use grappling hook together with a Dexterity check to enter through the balcony. Admittedly, it would work better in a stat-based system than in a skill-based one.
 

V_K

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The real problem here is, of course, ensuring that the player doesn't screw up the build and arrive at the puzzle with stats too low for any of the solutions. But I think there are ways of working around that.
 

Grotesque

±¼ ¯\_(ツ)_/¯
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Divinity: Original Sin Divinity: Original Sin 2
Mechanically its a turn based arena. So you choose 3 combatants to fight against your opponents 3. Last man standing wins.
Each combatant has different offensive or defensive capabilities, so some may heal, some may be able to pull armor from mechanical units, some just hit really hard.
Each capability has different 'action point' costs, with your action points regenerating at one point per combatant per turn.

Combat, story wise, is part of an optional branch you can take. You get new combatants by helping (or not helping) certain races, and through some other means that you'll have to play around with in the game.

Don't know why but reading this made me crave playing some Septerra Core.

The idea is to make it as fast to get from point A to point B as possible, weather it's just traversing a map

What I liked in Age of Decadence was the ability to go directly to an interest point on the map

 

Belegarsson

Think about hairy dwarfs all the time ( ͡° ͜ʖ ͡°)
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Steve gets a Kidney but I don't even get a tag.
つ ◕_◕ ༽つ GIB RELEASE DATE つ ◕_◕ ༽つ
 

Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.kickstarter.com/project...n-isometric-post-apocalyptic-ad/posts/2745764

2020... READ THIS!

Three years ago we came to you with an idea for an adventure game. You saw the potential in BEAUTIFUL DESOLATION and joined us in making it a reality.

Enjoy the 2020 trailer below!

YOUTUBE DIRECT LINK

ac97a6a8fd0a1cc2832ff19a13157161_original.jpg

3d73eb29355c94915e1c1dff871e3c47_original.jpg

b64801f8f3dd9d27434e10cf8de7f76c_original.jpg

9b467edc197a08bd2b40f79e5fd5321e_original.jpg

GOG has joined us as a DRM-free partner (Backers, don't forget to fill in your backer survey to make your choice).

You can wish-list on GOG here;

https://af.gog.com/game/beautiful_desolation?as=1649904300

Our Steam page is here:

https://store.steampowered.com/app/912570/BEAUTIFUL_DESOLATION/

Soon...
These extra two months grace from our planned release date has resulted in a huge amount of additional content and polish. We know it will be well worth it! Thank you for your patience.

We are aiming for an end of February launch (isn't that exciting?!), although this entirely depends on any show-stopping bugs that may pop up. Rest assured though, we've already had our internal testers complete the game - and are personally testing it to the limits in studio.

Backer Survey
If you haven't yet, please check your email/inbox for a backer survey. We need your name for the credits. This will only be open for one more week.

P.S - BETA BACKERS, CHECK YOUR EMAIL!
49fb102ce76b3188b2949e8cbbdc2ec7_original.png
 
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J_C

One Bit Studio
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Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
How is it possible that a micro indie team like Pyke's can produce a game with this graphics? Meanwhile bigger teams are nowhere there.
 

toro

Arcane
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Apr 14, 2009
Messages
14,748
Got my Beta key. Thank you.

Edit: First impressions.

The game looks outstanding. The atmosphere is just right and I look forward to the final release.

That being said, I don't understand 2 things:
1) The highlight interface drives me nuts. Proposal: let me press a key and read all the descriptions at once.
2) Please use the standard 'X' for closing windows. Also be consistent: close window button should always be in the same part of the window.
 
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