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Development Info Copper Dreams Kickstarter Update #24: Alpha Progress Report

Discussion in 'RPG Codex News & Content Comments' started by Infinitron, Apr 5, 2019.

  1. Infinitron I post news Patron

    Infinitron
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    Grab the Codex by the pussy 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: Kingmaker
    Tags: Copper Dreams; Whalenought Studios

    Copper Dreams has been in alpha since November, but still appears to be drifting in what seems like perpetual pre-production. The latest Kickstarter update details the significant changes that have been made to the game over the past few months, which include UI tweaks, new tiling implementations, and most importantly, the addition of fully controllable companions. The game's injury system has also been modified. I'll quote that part of the update here:

    The Life of the Party

    Our intention was always to remove the idea of Hit Points and replace them with wounds that individually reduce stats of a character. Getting that into a simple system that both feels organic during gameplay, and allows players to reasonably survive and enemies to be killed in predictable ways has been a challenge. With the newest tweaks in the last month of alpha testing, we think we've found a solution.

    Characters accrue wounds specific to body parts. Different damage rolls do 3 tiers of wounds — lesser, greater, and mortal. In the alpha, we've introduced the SHOCK stat to make sure they all work together nicely, which acts sort of like a negative armor modifier.
    • Light wounds still just deter some stat points somewhere on your character, respective of body part. The higher end rolls of these can cause SHOCK.
    • Medium wounds deter stats respective of body part as well and always cause SHOCK.
    • Mortal wounds destroy/disable whatever limb they happen on.
    • If a character's torso or head is destroyed, they're dead.
    So that's easy enough — destroying legs make enemies unable to move, arms reducing any ability to fight, and the vital parts are the torso and head (or non-humanoid equivalent, for you to find out). Rolling mortal wounds is required to do that, and that's where SHOCK comes in. Every SHOCK point a character has, regardless of what body part it was on, adds those points to any incoming damage rolls. This would allow rolls to be either more potent within their tier or jump from light to medium, or up to Mortal.

    This allows a few gameplay features we struggled to design for with previous iterations:
    • Characters can be 1-hit killed.
    • No matter how armored a character is, they can we chipped away at with SHOCK.
    • Aiming for mechanical parts of the body (arms/legs types) is still viable toward reducing character abilities as well as helping towards finishing them off.
    As we mention below, you can now automatically aim for body parts with any action, so you can always have some agency on what you're going for.

    Bringing the Pain

    The wounds your players accrue are now visibly seen on their person. Giant nails, gore blobs, embers, bone fragments — the locational damage of the wounds you get can be seen appropriately on your characters body parts.

    Now those blood decals or arrows that stick into characters have some actual importance — check out enemy damage locations to see what to focus on or what's currently damaged.​

    There's plenty more stuff in the update that I didn't mention, not to mention tons of images and animated GIFs, so check it out. Whalenought plan to release a gameplay video next week to demonstrate some of these new features.
     
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  2. Rivmusique Arcane Patron

    Rivmusique
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    Divinity: Original Sin Project: Eternity Pillars of Eternity 2: Deadfire
    I think they need to start experimenting with the games look. Take some chances. You don't have to keep the same visual style throughout development, switch things up every now and then.
     
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  3. frajaq Arbiter

    frajaq
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    Can we pour one out for the original 3D-retro-looks like a PS1 game style that this game once had
     
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  4. Jedi Master Radek Arcane

    Jedi Master Radek
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    Today when I woke up I had a though about what they have been up to. Probability is a fun thing.
     
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  5. HeatEXTEND Cipher Patron

    HeatEXTEND
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    Honestly though, wtf happened? Still, gameplay stuff sounds interesting, reminds me of NEOScavenger.
     
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  6. grimace Erudite

    grimace
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    Let us formally present Whalenought with a list of questions we have concerning Copper Dreams.

    I will gather the questions and present them to Joseph and Hannah.
     
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  7. Agame Arcane Patron

    Agame
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    You Sir, deserve more dancing parrot for this!

     
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  8. aratuk Arbiter

    aratuk
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    I feel like Whalenought have really matured this game's style & color palette, taken it in a direction that's both distinctive and more likely to be successful than their earlier iterations.

    And the wound-based combat system sounds like it's coming together well. Much to look forward to.

    :shittydog:
     
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  9. Love Arbiter

    Love
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    Independent developers decided they didn't want to be judged by their stylistic direction anymore.
     
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  10. HeatEXTEND Cipher Patron

    HeatEXTEND
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    Right.
     
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  11. Kev Inkline Arcane Patron

    Kev Inkline
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    A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
    Jesus, is this what, a 7th visual iteration?
    [​IMG] From this to >>>>

    [​IMG] and then to this>>>[​IMG]

    Meth. Not even once.

    (I know I skipped a few styles along the way)


    Also:
    Original KS campaign:
    The latest update:
    Granted, these are not mutually exclusive, but makes you think.
     
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  12. ArchAngel Arcane

    ArchAngel
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    Last art style is miles better than those previous two.
     
    Last edited: Apr 9, 2019
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  13. Kev Inkline Arcane Patron

    Kev Inkline
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    A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
    Beauty is in the eye of the goatman, but I don't think the latest style captures the feeling of a sleek cyberpunk world at all. Looks more like some inbred swampfolks on a roll, modern Poland perhaps?
     
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  14. Nekot-The-Brave Prestigious Gentleman Arcane Patron

    Nekot-The-Brave
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    PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
    Didn't they do that and everyone hated it?
     
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  15. grimace Erudite

    grimace
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    I once heard that game development is a lot like this:

    Show Spoiler


     
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  16. Barghest Augur Patron

    Barghest
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    Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Divinity: Original Sin 2 BattleTech
    They've failed so badly with the latest 'artistic' direction. It looks like it'll give people seizures.

    Who is the project lead for this? They need to be fired.
     
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  17. Kev Inkline Arcane Patron

    Kev Inkline
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    A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
    Off with her hair!

    Wait...I mean...
     
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  18. MurkyShadow Glittering gem of hatred Patron

    MurkyShadow
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    ye olde europe
    Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Serpent in the Staglands Dead State Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong BattleTech
    Inbred swampfolks got me thinking of Innsmouth from one of H.P. Lovecraft's stories.
    Cyberpunk meets Cthulhu could be the new artistic direction. Also I think there
    hasn't been a Cyberpunk meets Lovecraft game yet. There is potential here!:P
     
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  19. dawcio Learned

    dawcio
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    New artstyle look good
     
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  20. ArchAngel Arcane

    ArchAngel
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    Better swamp graphics than 90s 3d in 201921
     
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