Grunker
RPG Codex Ghost
Okay that overland map looks pretty fucking awesome.
What do you mean by first release?We are preparing the game for being modded in future (by massively using LUA scripting), but the editor will not be part of the first release.
Yeah, was also curious about this one.Glad to hear it's going to be mod friendly. Does this include the ability to modify core rules, spell behavior etc?
In a top-down tactical turn based RPG where the positioning of many different characters matters a lot (not just the approximate positioning of the whole party like in FP W8), I can not possibly imagine these graphical aides used to remedy the situation as turning into anything else than a complete clusterfuck of epic proportions. In W8, I don't have to care wether or not I position my fighter in a way so that my own AoE spells do not hit him, when it is not my mage's turn yet. Will my ranger be able to shoot here if I put my fighter here, or will he be in the way, providing soft cover for those enemies in the distance? I'm trying to cover the escape of my mage, and thinking about how to do it. Is that space going to be big enough to pass through without triggering an attack of opportunity from that other bad guy? With a visible grid all of this is extremely easy to determine just by looking at the grid. In Wiz 8 I can highlight the enemies about to be hit by my cone spell when my mage is about to cast it, but IIRC there is no way to do it during my fighter's turn in order to position him somewhere where he won't get hit by it because that's not even an issue I need to take into consideration when planning out my moves in Wiz 8.Actually you can have all kinds of GUI measures rendering those extra difficulties nonexistant - For example highlighting available targets and drawing character's attack range "shadow" on the ground at the movement cursor, possibly with tooltips indicating percentage of turn that will spent getting there and, for example remaining of attacks or AP in this turn after reaching the destination.
In Wizardry 8, for example (yeah, I know, FPP, blahblah) I didn't have any trouble assessing what targets will I be able to hit with my cone or AoE spell, because the game kindly highlighted the targets for me while I was aiming my spells. Had it not done this, it would be a potential argument for going fake 3D tile-based but it would be wrong argument nevertheless.
OTOH finer representation of the worldspace adds to the gameplay - it allows for better use and monitoring stuff like line of sight or weapon ranges, it allows for subtle and non-grotesque implementation of stuff like throwing potions, bombs AoE arrows or grenades, without resorting to silly shit like character throwing 'nades in completely wrong direction, because granularity of tiles doesn't allow for meaningful differences of accuracy when trying to keep stuff reasonably real (I'm looking at you, Fallout) and it allows much more organic environments that are still traversable.
Does this mean you have Storm of Zehir-style overland map world maps? Or what does it mean that World Map travelling is real time?
Yes, it's similar to the NWN2 worldmap but our scale is different (perspective and scale are more like in Mount&Blade, a game that I personally enjoyed).
Remember your opening post?Ask somebody at bitcomposer, that's not our cup of tea. I already told you that we didn't decide anything of significance regarding JA:BIA. And we never had any kind of customer relationship - maybe you didn't notice it yet but we are a different company than bitcomposer.Why don't you tell us what exactly happened with JA and how it went from TB to RT, after you asked the fans and got an answer you didn't honor? Did you lie from the beginning or did something change to cause the shift in direction?
I didn't force you to post here. You wanted to answer some questions? Then answer the questions.Hey there, I've just registered here to answer some of your questions.
You want details about your lies? Did you lose track? Whatever, here:Please read my previous posts, I already described the differences between both productions. And please go into details if you are talking about lies - you should carefully tell us what you exactly mean. And again, I already wrote Grunker about our funding.What exactly is different this time in your relation to the publisher, why you lied about being self funded and why should we trust you this time?
So, it's your own game, no masters, no limitations, no PR bullshit. Great.I am one of the guys who is currently developing (in my case: programming) the game Chaos Chronicles. In contrast to games we'd developed before, this game is our own project and we are free to talk about it without any control of some hesitant marketing/PR people.
Oh, I guess there is some PR bullshit after all? What else should we ignore?Those are not our words and you won't find them on our webpage (so just ignore them).
Well, would you look at that! It's not your game, you're being financed by the same publisher you were making JA for. Isn't that interesting! I guess: "Hi, I'm one of the guys whoThe pre-production started January 2010 but after 6 months we ran out of cash and that's why we had to start another commercial project. Earlier this year we went on with Chaos Chronicles. So, in total we already spent about 14 months development on this project. Beside self-funding with money from commercial projects we did, we've got funded by a german film funding called FFFBayern. To successfully complete the project we also receive payments from our publisher bitcomposer who is going to distribute the game worldwide.
It could be a serious mistake to lie to and bullshit an angry hive of scum and villainy, and yet here you are. It could be a serious mistake to ruin Jagged Alliance franchise. Your life is riddled with questionable decisions, it would seem.I am not sure how YOU define "to ignore" but until now I answered to all your posts - but it could be a serious mistake to feed notorious trolls as you obviously are.Ignoring my posts may seem like a good idea, but it doesn't exactly make you look trustworthy or honest. I don't think you understand where you are. We are not here to provide you cheap publicity (except Grunker). If you continue to be vague and misleading, you needn't have come here at all.
I understand your anger regarding JA:BIA but when you have to decide between bankruptcy or developing a tactical game with an existing franchise as work-for-hire job I would choose the second option. And so I did.
I thought so
Coreplay is going for a niche audience but wants this audience to be challenged to the point of breaking. In harcore mode, if one of your party members is lethaly wounded you can carry him to the nearest town to heal. In case he dies, there is still a chance he can be revived by taking his ashes to the nearest town. By investing gold and having a bit of luck the character can be resurrected. In what the developers called “insanely hardcore” you will not be able to resurrect squad members. But it goes further than that, the developer plan to only allow save point in towns. So no saving during dungeon, which will greatly increase the challenge to possible extreme levels.
In a top-down tactical turn based RPG where the positioning of many different characters matters a lot (not just the approximate positioning of the whole party like in FP W8), I can not possibly imagine these graphical aides used to remedy the situation as turning into anything else than a complete clusterfuck of epic proportions. In W8, I don't have to care wether or not I position my fighter in a way so that my own AoE spells do not hit him, when it is not my mage's turn yet. Will my ranger be able to shoot here if I put my fighter here, or will he be in the way, providing soft cover for those enemies in the distance? I'm trying to cover the escape of my mage, and thinking about how to do it. Is that space going to be big enough to pass through without triggering an attack of opportunity from that other bad guy? With a visible grid all of this is extremely easy to determine just by looking at the grid. In Wiz 8 I can highlight the enemies about to be hit by my cone spell when my mage is about to cast it, but IIRC there is no way to do it during my fighter's turn in order to position him somewhere where he won't get hit by it because that's not even an issue I need to take into consideration when planning out my moves in Wiz 8.Actually you can have all kinds of GUI measures rendering those extra difficulties nonexistant - For example highlighting available targets and drawing character's attack range "shadow" on the ground at the movement cursor, possibly with tooltips indicating percentage of turn that will spent getting there and, for example remaining of attacks or AP in this turn after reaching the destination.
In Wizardry 8, for example (yeah, I know, FPP, blahblah) I didn't have any trouble assessing what targets will I be able to hit with my cone or AoE spell, because the game kindly highlighted the targets for me while I was aiming my spells. Had it not done this, it would be a potential argument for going fake 3D tile-based but it would be wrong argument nevertheless.
OTOH finer representation of the worldspace adds to the gameplay - it allows for better use and monitoring stuff like line of sight or weapon ranges, it allows for subtle and non-grotesque implementation of stuff like throwing potions, bombs AoE arrows or grenades, without resorting to silly shit like character throwing 'nades in completely wrong direction, because granularity of tiles doesn't allow for meaningful differences of accuracy when trying to keep stuff reasonably real (I'm looking at you, Fallout) and it allows much more organic environments that are still traversable.
In fallout I hit my companions a lot while shooting. I think a lot of people can relate to this. Imagine how often that would happen if there wasn't even a hex grid to help me judge just how close to the target/my line of fire he's standing.
Or are you proposing some system where you could take out any template used in the entire game for measuring purposes all the time, like measuring on the tabletop in a wargame before moving and shooting? In that case, see the graphical aide clusterfuck comment I made. It's so much easier to just look at the grid. And, well, did I ever wish there was a clearly visible grid in ToEE? Yes! ALL THE TIME!
And regarding the world design having to all be all blocky hexagonal and shit to work, I think that's not entirely true. When I make battlemaps for use in PnP games, they don't conform to the grid, the grid conforms to the terrain, using the simple logic "if most of the tile is accessible, you can stand on it". The grid is put on top of the maps, with the only eventual confusion surrounding the doors, which I sort of conform to fit with it (AKA, make it obvious which grid border they conform to, or which grid they are on if they are on a gric, in which case you can stand on that grid if the door is open). I dould definitely imagine a game that works through rendering a combat grid on top of some pre-rendered levels, where the matching to the grid remains really subtle. If the levels are handmade and not generated, this should be perfectly doable.
And regarding meaningful accuracy fails, I don't see why this can't work on a grid. Just one tile wrong/a little bit in vectors can make a difference as to who gets hit with smaller AoEs. With really large ones you need lots of tiles or a greater distance to make a difference. Don't really see the issue, or the difference the use of a vector space would make, rather than the tile system not being able ti take into account the subtle nuances of throwing the grenade a few millimetres off target, rather taking into account only the more significant deviations of the grenade landing one or more tiles off the target. Yes, in games like Fallout and Arcanum, missing with grenades was sort of ridiculous, but I seriously doubt this was a result of the game not being vector based.
Ok, so a little on topic, I have a question about this implementation of transition from real time exploration to turn based combat. How much control will you have of your party's formation and positioning outside of combat and how will this affect the starting positions of your party members when combat has begun? Can you position your party meaningfully before combat begins or dou you have to do it like in Knights of the Chalice and jiggle the entire party around like an idiot to make sure the wizard isn't standing in the front row when you open the 2-tile wide door because there really is no way to reliably affect positioning outside of combat? This might sound like serious nitpicking, but I was really, really annoyed with this in KOTC and I would think this really easy to avoid just by giving some means to affect party formation during exploration (aside from just jiggling the party around until the formation that comes up is sort of decent).
Yes, that's what Marshal likes to think about himself, he's the poster at the den of scum and villany, 6-years veteran of the Codex, internet toughest sonofabitch; just look at how good he is at pointing finger at those whom, unlike him, actually have to work and face life's tough choices... and this time is a RPG developer! Clearly this is his high point of his month, bashing developers for working for hire and them pursuing their dreams of making a classic, turn-based RPG with the money they earned.... what a man bros, WHAT A MAN!!Marsal said:It could be a serious mistake to lie to and bullshit an angry hive of scum and villainy, and yet here you are.
Things like this hit me deep bro, I know too well the feeling of working for years of something you don't believe just to be able to follow your dreams later... it eventually pays off, but is a long, hard road.Laugh with it, that's my advice for all the troubles of this worrisome little corner of the interwebs
I don't use it, it would just make me click more times per page...*Ignore is for pussies though, ditch that shit bro.
felipepepe said:Also, I tire of seeing developers come to the Codex only to be met by 1-2 retards
that's why the likes of MCA, Fargo, Sven and Sawyer never post here.
You want details about the JA:BIA development? Then find a way how I can bypass our NDAs and contracts, and I will tell you everything. Until then, I can only refer to my previous posts. I came here to ask some core RPG player for their feedback and if you think this is some kind of PR promotion then it's your business. But after working in the games industry for more than 18 years now, it would be a surprising news for me that people from Marketing or PR are posting in a hardcore RPG forum during their weekends.You did make the game, did you not? Was it RT from the beginning or not? If not, when was it decided it would shift to RT and what was the reason for the change? Oh, you'd like to answer only softball questions? You have your blog for that shit.
Marsal, you will definitely find your way into our game - as malificent troll chief. Feel honored. I think during our combat beta tests, I'll enjoy slashing him and his evil breed again and again (in a turn-based combat of course).You answered nothing. All your "answers" are vague PR bullshit. Your game is scheduled to be released in half a year and you can't tell us any specific rules nor show us screenshots of the combat?
Yes, all skills, powers, actions and spells are scripted in LUA.Glad to hear it's going to be mod friendly. Does this include the ability to modify core rules, spell behavior etc?
About 15 people. I would really to create a long-term series of it, like Phantasie I-III for example. In contrast to other games we did before, I can definitely imagine to spend many years with this project. I can't tell so much about sales projections right now but this project isn't without financial risks - we still don't know the number of core RPG player outside.What size is the team? How much do you need to sell in order to continue making games like this? Is this planned as a long-term affair (or at least, are you hoping for it to be so)?
No.Also, is the ToEE engine recreation guy somehow associated with you, perchance?
There will be gameplay videos, and until then I don't ask for trust but for your feedback.Lastly, as others have said, you say the right things, but a gameplay video would go a long way towards gaining trust. I'll gladly promote you if a favourable one is made available.
Marsal, you will definitely find your way into our game - as malificent troll chief. Feel honored. I think during our combat beta tests, I'll enjoy slashing him and his evil breed again and again (in a turn-based combat of course).
This is excellent!Yes, all skills, powers, actions and spells are scripted in LUA.
Cool. I wish that the next iterations will allow for your party to get corrupted and join the evil forces (similar to ToEE).About 15 people. I would really to create a long-term series of it, like Phantasie I-III for example. In contrast to other games we did before, I can definitely imagine to spend many years with this project. I can't tell so much about sales projections right now but this project isn't without financial risks - we still don't know the number of core RPG player outside.
Of course, it will beI hope Marsal will give decent XP and loot. Does he have any spell-like abilities?
Gaider posted at the Watch until he got bored. Patrick Weekes, another Bioware writer, did as well, until they offended him with their anti-Bioware attitudes and he made a big weepy post on his livejournal about how he had to stop visiting another RPG forum because of it.Bonus Info #2: The Watch is basically The Nice Guy version of The Codex, and no developers ever post there either. Why, I wonder? See reason #4.