ExMonk said:
Re the net animation: Why would you drop a net on a statue? :wink:
They are frozen in time in ...[dramatic pause] ... turn-based combat!
Seriously, impressive animations all around.
Thanks.
I know nothing about your game, though.
Little is known about this mysterious project, but Patric Stewart has denied rumors of his involvement, so we may conclude that the game is utter crap then
Is there a previous thread or post that answers questions...
Not really. The answers are all over the place, but I'll summarize them for you:
"What is the overview of the game?"
Age of Decadence (working title) is an isometric, turn-based fantasy game set in a low magic, post-apocalyptic setting. The game features a skill-based system, non-linear gameplay, multiple skill-based ways to handle quests, choices & consequences, and massive dialogue trees.
The in-game events take place a few hundred years after the fall of an Empire caused by magical destruction and devastation during a war against a rival kingdom. The game is focused on a single character who acquires a map leading to a pre-war temple. The temple used to belong to some deity associated with the war that caused the decline. Whether or not there was an actual deity is unclear as the war was a long time ago and all that's left are legends and ruined cities. The legends say that the war was so terrible that both sides called for some supernatural forces that fought alongside men. Then again, legends always say something like that. What happened next is the part that nobody is sure of.
The setting is low magic, which means that you won't be able to play as a magician, won't be able to learn and cast magic spells, and won't be able to find a +1 sword, whatever that means. To compensate you for that loss, we offer you a variety of distinctive character builds like assassin and loremaster, and a crafting system that will allow you to upgrade and tinker with your equipment.
"How long has it been in production?"
March 2004.
"Who is working on it and how many?"
7 people team. 4 are the core: designer, programmer, 3D artist, animator; plus 3 2D artists (concepts - characters and locations, items, interface, etc)
"What is your role in it, VD?"
Lead designer. You can bitch at me for the story, dialogues, game mechanics, etc
"When is the release date? Early 2006?"
Could be. At this point it's when it's done and done well. Summer 2006 is more likely. I want to make the best RPG I can, not some "at least I tried" crap.
"It is going to be free, isn't it?"
Absolutely. Once your cheque clears, it's free.