Anyway back to truce is it gonna be like aod; short playtime but with extensive multi paths and replayability or long hours playtime?
Marat Sar said earlier in this thread that
No Truce With the Furies will take you a few days to complete. That doesn't necessarily mean that you can binge a long week-end and not finish. In the end it comes down to
what kind of cop do you want to be?
Meh, isometric games are rarely pulled off well so I don't hold much promise for this eastern european dev.
We are none-the-less going to give our best so you'll have to wait and see.
the game was not inspired by Call of Duty and Kentucky Route Zero for example so I don't know what point they're trying to make by being so random, a stand-in for actual descriptive influences that's all it is.
While CoD as an influence should be taken with a grain of salt, Kentucky Route Zero is an influence with its art and polish and its wonderful
oddness. Why'd you leave out Planescape: Torment?
From the dev blog:
- It's their first game, a small proof of concept
- All they talk about is art and graphics, never gameplay or mechanics
- Combat is part of cutscene dialogues
A. True.
B. We're a small team - would you rather we hang out on twitch and talk shop all day or would you like your coders to code, designers to design and writers to write? We believe that a (moving) picture tells more than a thousand words. We're working our asses off to get the best material to you that'll do justice to what we want the final product to be like.
C. Well, yes. Kind of. I personally think that traditional cRPG combat is a chaotic stream of very short cutscenes with no dialogue at all or brief floating messages and squishy sounds with dice rolls thown in.
So does your mother.
Another red flag, they're using Unity.. yet another band of artists/designers in over their heads?
Taming Unity is like taming a wild horse. Our coders' backsides are sore, for sure, but we're trudging on.
I would like to be positive about it, but those sound like valid concerns. Though I don't necessarily think lacking combat mechanics is inherently a bad thing. Also not really that big of a deal if they use unity? Wasteland 2 uses it and it's alright.
In many aspects we endeavor to make a better game than what Wasteland 2 was, although the comparison is not entirely justified, because Unity as the game engine is pretty much the only thing these two games have in common.
How else would you tie failure routes in the story to something else but a game over screen?
Word.
I said it was alright, not great or even good but it was playable. To say that it wasn't at least average in the current market seems a bit much to me.
You said it - a v e r a g e . Brian Fargo might bully the kid in the Lamborghini or what was it the little twerp rode in on, but at the end of the day he seems to run his business the same way most of the old-school developers do, Kickstarter or no.
As well, if I interpreted
Marat Sar post correctly, there will be skill checks in these cutscenes to see if you actually win.
Yes.
Also, RPG CORE just
published today a preview about No Truce With The Furies. It looks like they listened, dirty lurkers! ))))
Your preview caused a desire to play Ice-Pick Lodge games. )
Thanks! And we like Ice-Pick Lodge too!
Tervist, fellow Estonians!
I wish you the best of luck in your current and future endeavors.
NTwtF certainly looks interesting.
P.S. I've also misread it as "furries"
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.
Tervist! And thanks! Also - you won't be the first or last one to read it as "furries"
We have much more cases, but, on the other hand, we have "no sex and no future":D
Yeah it comes down to which you prefer. Tons of cases or no cases and tons of sex and what comes with it.
Speaking of text and sex, this weeks newspost is by our writer who goes by the moniker
Andreas W. He writes about writing for the game and its unique challenges when compared to writing, let's say, a play for the stage. Now, text your mom or girlfriend to bring some
eye drops when they get home, because I give you a WALL OF TEXT. Scroll down for a picture.
DEV BLOG:
Writing has never been this hard. Of course this isn’t the sort of talk you’d like to hear. A creation should come into being with natural elegance, should it not? Strain means dull work and the smell of sweat, lack of ideas probably, etc.
Or not. Once I co-wrote a play with a friend (Jaak Tomberg http://smallblueabsence.blogspot.com.ee/). Everything was nearly finished, but three scenes remained to be written. With a clause that it’s me that wants to write them (we generally took turns at writing and switched between techniques, at times either of us wrote every other sentence). My friend was becoming impatient. The deadline was approaching. The clock was ticking.
It wasn’t an old school inspiration thing, it was rather like a chess puzzle you construct in your head with no clear shape, inexpressable as a graphic presentation. The field of text is laid out in your head and lone sentences are situated on it as protruding points of tension. But these are not worded sentences and they don’t express any fully formed thoughts. Everything falls into place at the moment you are finally ready to lay it all out, get it out of your head.
In the end, the time was right. Rather a question of decisiveness than finding a way: „I’m going to do it now.“ Later, when it was ready, I sat on the ground with my back against the wall, as if I had just ran 10 kilometers at my top speed or wrestled for an hour against a strong opponent. The fatigue was aggressive, sudden and physical.
This sort of thing is almost completely absent in game writing. The concentration part is there. The graphical chess scheme of structure and developments is there. The sentences still appear from the darkness. But rest, there is none. Rest always comes when the thing is ready, or, when running, if you can stop. There’s no such moment in game writing. It isn’t ready for months. All relief is temporary. For a moment it feels like something fell into place, that the eternally branching end of the dialogue has somehow logically found its way back into the main hub. But then you realize that the ends of all the other branchings haven’t made it there yet. And they will not go willingly.
So you have to force them. Every moment, all the time, there’s forcing of a logical structure. Like some kind of damn landing of Normandy. Taking it with force.
The main difference from all other writing (and I’ve written much of whatever else, starting with D&D campaigns and ending with opera libretti and scientific articles) is that you have a thousand endings. It doesn’t surprise neither you nor Deleuze, but it takes you to a place our lead designer Robert Kurvitz has described frankly: „While writing a book you always have lots of good ideas which you won’t write because they won’t fit. When writing a game you’re suddenly in a situation where you’re obligated to write down all your good ideas, and you’ll learn with unpleasant clarity if they were good ideas to begin with.“
While engaged in just that, we’ve encountered a little problem with Articy: Final Draft, the program that usually helps us tackle those thousands of branching endings. Sometimes it doesn’t. It seems possible that the size and complexity of our dialogues has reached the limit of Articy’s traction. It’s developers probably didn’t expect interactive literature to sprawl explosively like a borderless field of text (as it exists in the writer’s mind in its proto-being). And now we’re in a situation where we sometimes have to wait for the letters to appear on the screen with excruciating slowness. Nvidia GeForce GTX 980 is almost capable of rendering reality in real time, but Articy has some disagreements with it. We generally hope for Articy’s very flexible team to offer us their helping hand at some moment (and we are well aware it won’t be easy).
Another option is to rework our plans and start working on a dialogue editor instead of the game. You the public wouldn’t like this and you have every right to presume that we will not. However, it certainly couldn’t happen before the thousand ends of No Truce With the Furies have converged into a single concrete mother-node and made accessible to you.
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A field of text.