Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Game News Deathfire: Ruins of Nethermore New Screenshots and Feature List

Overboard

Arcane
Joined
Mar 21, 2009
Messages
719
What does the Self Control skill do?

What does the Self Control skill do?

I imagine that characters will have traits that define tendencies and impulses and Self-Control regulates that. Make a reckless charged attack when they should act smart, say something stupid when they should shut up, some characters consume more provisions when they should less etc. That's my hope.

Looks like some people have never played Realms of Arkania.
 

ghostdog

Arcane
Patron
Joined
Dec 31, 2007
Messages
11,158
One by one they are disappearing
Friends, brothers, sisters, mothers, fathers
When they return they aren’t who you think

They look the same. They sound the same
But they are no longer the same…

The most unholy of spells incanted,
Undead fire burns in its victims’ eyes…

The Nethermancer has spoken
His was the last voice they heard…
Before they were perverted into monsters with familiar faces

In a world without heroes
Who can you trust?

In a world where the dead are rising
Who can you turn to?
No one.
No one is safe

Can you save the world from everyone you ever cared about?

Looks good sounds good, reads good.
 

crawlkill

Kill all boxed game owners. Kill! Kill!
Joined
May 9, 2012
Messages
674
two god fucking damn bullshit made-up compound words in the title it could only be made worse with an apostrophe and a hyphen i hate nerds forever
 

mikaelis

Prophet
Patron
Joined
Nov 28, 2008
Messages
1,448
Location
Land of Danes
Codex 2013 Codex 2014
So, what exactly is the difference between financing this (seems like he is handling it so far) and Thorvalla (where he urgently needed 1 million $)? From the feature list posted here, it is quite complex game, similar to what was planned with Thorvalla.

Is FPP with TB combat suddenly much much less expensive than isometric TB combat game using Unity?

Not trolling here, just want some reasonable answer (unless I missed something).
 

eric__s

ass hater
Developer
Joined
Jun 13, 2011
Messages
2,301
two god fucking damn bullshit made-up compound words in the title it could only be made worse with an apostrophe and a hyphen i hate nerds forever
Deathfire: Ruins of Nethermore - Origins
 
Self-Ejected

theSavant

Self-Ejected
Joined
Oct 3, 2012
Messages
2,009
I feel it in my guts this is the real deal, despite my suspicions in the beginning.
 

felipepepe

Codex's Heretic
Patron
Joined
Feb 2, 2007
Messages
17,310
Location
Terra da Garoa
two god fucking damn bullshit made-up compound words in the title it could only be made worse with an apostrophe and a hyphen i hate nerds forever
Deathfire: Ruins of Nethermore - Origins (The Splendour of a Thousand Swords Gleaming Beneath the Blazon of the Hyperborean Empire: Part III)
Fixed.

And it's still better than most titles I see in academia...
 

Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,871,354
Guido Henkel's Deathfire - Origins: The Ruins of Nethermore - The Begining: The Prologue of Thorvala - Chapter I: The Man With Face from Planetscape: Tournament's Cover Present - Another Return to Classic, Episode MXXII With Cooperation of Vlambeer, Sort Of...
 

Stabwound

Arcane
Joined
Dec 17, 2008
Messages
3,240
Well, it looks a lot better than what I was expecting, but it's hard to get much out of those shots.
 

mikaelis

Prophet
Patron
Joined
Nov 28, 2008
Messages
1,448
Location
Land of Danes
Codex 2013 Codex 2014
Is FPP with TB combat suddenly much much less expensive than isometric TB combat game using Unity?

Not just FPP. Grid-based FPP.
What do you mean by that? So, is here no free movement in exploration mode in this game? Because TB combat IS grid based regardless of FPP or iso (or?).
And even so, how does it complicate the development? You need 3D models and in iso-mode (providing it is 3D and not 2D hand-drawn) you can get away with low-poly textures.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,595
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

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
Because TB combat IS grid based regardless of FPP or iso
That's not true. ToEE was essentially gridless. There are also super abstracted combat systems that don't have movement, so they don't have grids. Then there is the combat system in Neo Scavanger which is 1 dimensional, just distance, which wouldn't be described as a grid.
 

mikaelis

Prophet
Patron
Joined
Nov 28, 2008
Messages
1,448
Location
Land of Danes
Codex 2013 Codex 2014
So, is here no free movement in exploration mode in this game?

Yup: http://www.rpgcodex.net/forums/inde...ed-combat-and-inter-character-activity.82795/

(sorry theSavant)

And even so, how does it complicate the development?

It's much easier to make a grid-based game. You don't have to worry about physics/collision, you don't have to worry about making areas look good from every single angle of view, etc.

Oh, I didn't know that it's grid-based all the way.

Still, in iso-mode you also don't need to take care of general good-looking as everything is from one angle. And you don't need too much physics/collisions in iso-view as well (you can make the structures as some sort of "blocks" that are non-colliding/static, so you just appoach them - trap/shelve/NPC/etc. and interact via dialogue).
 
Last edited:
Self-Ejected

theSavant

Self-Ejected
Joined
Oct 3, 2012
Messages
2,009
Infinitron yes, unfortunately... but slowly I am giving up hope on Wiz8 like games, so either I play something or nothing. Still, there are a couple of reasons why this projects attracts me more than MMX. One of the reasons is that the whole MM series was blunt, and unfortunately I see no exception in MMX. Then there is the "dragon" on the cover of MMX... How lame is that? We've had Dragon Age with dragon boss (granted it was justified somehow), and then Skyrim took it (it was already lame at that time), and now Might & Magic tries to jump the bandwagon as well? Seriously?... I can't see these fu** dragons anymore.

Meanwhile I read the short story from Guido's project last month and I investigated more on this matter. Eventually I came to the conclusion that he can build up mood, he can create stories and most important: he roles his own dice. He doesn't follow some mainstream shit just because others did, he does his own thing regardless the odds. I have deep respect for that and trust that something good will come out of it.
 
Last edited:

mikaelis

Prophet
Patron
Joined
Nov 28, 2008
Messages
1,448
Location
Land of Danes
Codex 2013 Codex 2014
Because TB combat IS grid based regardless of FPP or iso
That's not true. ToEE was essentially gridless. There are also super abstracted combat systems that don't have movement, so they don't have grids. Then there is the combat system in Neo Scavanger which is 1 dimensional, just distance, which wouldn't be described as a grid.
Yeah, you are right. But, let's just say it is a non-issue with regards to comparing Thorvalla seemingly expensive production and Deathfire non-expensive one. I remember in one of the Guido's blog that he specifically said that Thorvalla was something that was "too much" cost and content-wise and therefore he came up with Deathfire. And now, looking at the feature list, it seems sort of similar (deep and well-written story, meaningful combat, lots of systemic features like classes, builts etc.).
 

Arkadin

Arcane
Joined
Nov 13, 2010
Messages
1,102
Location
big muddy
I'd prefer if the art style of the environments were closer to the portraits, or the portraits were closer to the environments. But that's not a major issue, game is coming along well. Hopefully at some point when we get enough retro blobbers we can start going beyond the classics to attempt something more ambitious built on their foundations, but for now these are welcome additions.
 

:Flash:

Arcane
Joined
Apr 9, 2013
Messages
6,755
So, what exactly is the difference between financing this (seems like he is handling it so far) and Thorvalla (where he urgently needed 1 million $)? From the feature list posted here, it is quite complex game, similar to what was planned with Thorvalla.

Is FPP with TB combat suddenly much much less expensive than isometric TB combat game using Unity?

Not trolling here, just want some reasonable answer (unless I missed something).
Mainly the difference is the scope of the game. Thorvalla was to be a continent-based game with overland travel as in RoA. That means that there must be a lot of different areas, the game is non-linear, etc. It was to be a game with a full team.
Deathfire has a very limited environment, it is one area and that's it. Also, it done more or less by on programmer (Guido) and two-three graphic artists.
 

mikaelis

Prophet
Patron
Joined
Nov 28, 2008
Messages
1,448
Location
Land of Danes
Codex 2013 Codex 2014
So, what exactly is the difference between financing this (seems like he is handling it so far) and Thorvalla (where he urgently needed 1 million $)? From the feature list posted here, it is quite complex game, similar to what was planned with Thorvalla.

Is FPP with TB combat suddenly much much less expensive than isometric TB combat game using Unity?

Not trolling here, just want some reasonable answer (unless I missed something).
Mainly the difference is the scope of the game. Thorvalla was to be a continent-based game with overland travel as in RoA. That means that there must be a lot of different areas, the game is non-linear, etc. It was to be a game with a full team.
Deathfire has a very limited environment, it is one area and that's it. Also, it done more or less by on programmer (Guido) and two-three graphic artists.


Well, I get the non-linearity stuff. Limited enviroment not so much after hearing Fargo and co. babbling about how easy it is to get a models from Unity database and just rehash them to look postapo/fantasy/old/new/jungle/dessert/whatever (which would address different areas and continent-base issue after introducing 15-years old concept of map-travelling with different locations ala Fallout or BG).

I am just wondering what is the difference in going FPP (even full blobber) to fixed-perspective-iso-view TB? Just contain your game into fairly linear story, even if it spans throughout the continents.

I just cannot into hard-blobbers (without free movement outside combat), I guess.

ps.
I think, the point that you guys are trying to make is that it is easier to recycle walls of dungeons and occasional open spaces as opposed to designing different buildings, cities, forests and generally diverse areas of the world that would look unique. And possibly that Guido is working with his own engine and assets, and building diversity would require tons of work.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom