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Fallen Gods - upcoming Norse saga-inspired roguelite from Wormwood Studios

The Wall

Dumbfuck!
Dumbfuck Zionist Agent
Joined
Jul 19, 2017
Messages
3,744
Location
SERPGIA
we are making progress on gameplay at a much faster pace than ever before thanks to a new coder.
Again, no wonder Senior programmers are such primadonas. :-D They make huge difference in quality, speed and programming of not only basic but also innovative features. They are code Messi/Ronaldo. Game developers love clueless juniors or long time programmers who stick with one company but never acquire programming skill outside of narrowly defined engine capabilites and design needs for said company (e.x. Bethesda Seniors). Why? They ask for less $$$, which in the end costs studio more. 1 Senior = 7-11 Juniors

Glad you have good programmer. They are rare in gaming industry today
 

MRY

Wormwood Studios
Developer
Joined
Aug 15, 2012
Messages
5,733
Location
California
I have a demanding full time job, a family, and a dog; during FG’s development I also did Strangeland and wrote on TTON; no one else on the team is full time; several episodes of people disappearing for long stretches.

But it’s also really not KODP. KODP is a strategy type game where you have no avatar, sit at a fixed spot, and develop your clan (including through interlinked events) over years. FG is a simple RPG with its core gameplay inspired much more by Barbarian Prince (for the exploration, combat, and goals) and Lone Wolf (for the events).

The events look a bit like KODP’s (it was a big inspiration and is a masterpiece) but they really aren’t. A typical KODP event offers options that are marginally more or less likely to move some counters in an incremental way, but at least in my experience, you seldom feel like you made the right or wrong choice. FG has options unlocked by items/skills/followers and some of those are decisively better.

But if it were like KODP-like, we wouldn’t be close to finishing. The design would’ve been impossible for me to figure out. FG was hard enough!
 

Üstad

Arcane
Joined
Aug 27, 2019
Messages
8,698
Location
Türkiye
I have a demanding full time job, a family, and a dog; during FG’s development I also did Strangeland and wrote on TTON; no one else on the team is full time; several episodes of people disappearing for long stretches.

But it’s also really not KODP. KODP is a strategy type game where you have no avatar, sit at a fixed spot, and develop your clan (including through interlinked events) over years. FG is a simple RPG with its core gameplay inspired much more by Barbarian Prince (for the exploration, combat, and goals) and Lone Wolf (for the events).

The events look a bit like KODP’s (it was a big inspiration and is a masterpiece) but they really aren’t. A typical KODP event offers options that are marginally more or less likely to move some counters in an incremental way, but at least in my experience, you seldom feel like you made the right or wrong choice. FG has options unlocked by items/skills/followers and some of those are decisively better.

But if it were like KODP-like, we wouldn’t be close to finishing. The design would’ve been impossible for me to figure out. FG was hard enough!
The thread is made in at the start of 2016, so I was just curious about the reason. No need to get defensive. Developers of The Age of Decadence also had full time job while developing the game and took a long time to develop, more than 6 years. So I can understand that.
 

MRY

Wormwood Studios
Developer
Joined
Aug 15, 2012
Messages
5,733
Location
California
A lot is new, actually.

- Contentwise, I’ve been in the process of overhauling 30ish events that were flagged as not fun. For some of these, the overhaul is a complete reworking, others just need a new option or two. I also finished writing the last dungeon culminating events, which took a while. We also created a variety of high-level combat encounters that are triggered by certain conditions. If you have a large soul hoard, for instance, a witch or wizard may hunt you down to steal it. A very powerful warband may face glory hunters hoping to win a name by killing you. These help balance runs where you get strong early. Still working on adding/tweaking priest options in events to make the priest more useful/distinctive.

- Artwise it’s been largely aesthetic but that’s important. We’ve finished idle animations for all combatants. If you give a sword to a fighter the fighter now wields a sword, not an axe. We are adding some new combat background variants for different encounters.

- Systemwise, we’ve added a kind of fog of war (not to obscure map but just to show where you’ve explored), changed the logic of how roads and paths spawn, and we’re working on adjusting sailing to make it better. We tweaked how Wild Heart works in the field to make it better, too.
 

Monolith

Prophet
Joined
Mar 7, 2006
Messages
1,298
Location
München
I have a demanding full time job, a family, and a dog; during FG’s development I also did Strangeland and wrote on TTON; no one else on the team is full time; several episodes of people disappearing for long stretches.

But it’s also really not KODP. KODP is a strategy type game where you have no avatar, sit at a fixed spot, and develop your clan (including through interlinked events) over years. FG is a simple RPG with its core gameplay inspired much more by Barbarian Prince (for the exploration, combat, and goals) and Lone Wolf (for the events).

The events look a bit like KODP’s (it was a big inspiration and is a masterpiece) but they really aren’t. A typical KODP event offers options that are marginally more or less likely to move some counters in an incremental way, but at least in my experience, you seldom feel like you made the right or wrong choice. FG has options unlocked by items/skills/followers and some of those are decisively better.

But if it were like KODP-like, we wouldn’t be close to finishing. The design would’ve been impossible for me to figure out. FG was hard enough!
This game looks like it may be worth ditching that fulltime job. Perhaps also the family.

Only asking you to think about it.
 

Maxie

Wholesome Chungus
Patron
Glory to Ukraine
Joined
Nov 13, 2021
Messages
8,322
Location
Warszawa, PL
MRY do you expect releasing Fallen Gods under a different label due to the Pflug situation
if so, please give us a reasonable eta
 

Üstad

Arcane
Joined
Aug 27, 2019
Messages
8,698
Location
Türkiye
I’ve always assumed the fastest way to come to hate your hobby is to make it your job.
Or doing it with your girlfriend. I swear to god, the things I've heard from my ex gf while playing RPGs. One time she asked about why dialouge screen is teleporting me to different places in AoD, I became too aware of the issue and was never able to enjoy the game like in the old days. Good thing I've been already finished that game more than a ten times.
 

Jaesun

Fabulous Ex-Moderator
Patron
Joined
May 14, 2004
Messages
37,470
Location
Seattle, WA USA
MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
Holy shit I had forgotten about this game. Read through the thread and it's getting there slowly but surely. :salute:
 

AdolfSatan

Arcane
Joined
Dec 27, 2017
Messages
2,059
Good news: They spent the last year developing a bread baking minigame, hope you're all as excited as I am!
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
8,113
I’ve always assumed the fastest way to come to hate your hobby is to make it your job.

Depends how strict of a self boss you are.

It's a curious tightrope we walk between bankruptcy and mental burnout.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,101
Enjoy the Revolution! Another revolution around the sun that is. 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
Finally, an official update: http://www.wormwoodstudios.com/2024/01/goodbye-2023.html

Fallen Gods

Fallen Gods
is by far the largest project we’ve ever undertaken. While I had a lot of cRPG development experience from working on Torment: Tides of Numenera and Dragon Age: Origins, helping on Colony Ship, and attempting to make various cRPGs of my own over the years, I really had no idea what I was getting into when I started Fallen Gods back in May 2014.

Numerical measures of a game’s scale can be deceptive (“lies, damned lies, and statistics!”), but they are a useful starting point.

Fallen Gods has about 250 major events (text adventures) each with numerous possible “paths” and resolutions, a level of choice, reactivity, and non-linearity that goes far beyond our prior games (and entails much more writing). On top of that are hundreds of minor events (things like combat encounters, lore discoveries, dungeon flavor, item or follower interactions, and the like).

Each event requires not only text and design, but also graphics and sound. We now have over 250 illustrations, plus things like enemy formations for combat encounters and environmental scenes for minor events. The “intro” node of every event is voiced, which totals over around seven hours of voice over. And the events (and game in general) are full of music, with over 40 tracks thus far.

And setting aside events, there are obviously the hundreds of animated sprites that compose the exploration and combat aspects of the game.

All these numbers continue to tick inexorably upward!

The massive scope of Fallen Gods has been possible primarily thanks to teamwork and time (a decade of development). While some members have come and gone over the years, and some have joined recently, others have been with me from almost the very start. Fallen Gods has an amazing, international crew (spanning four continents), all of them artists in their disciplines.

All the way back in 2014, Daniel Miller and Maciej Bogucki joined the team. Fallen Gods’ amazing pixel art is thanks to Dan, as are some of its illustrations. Dan’s work will be familiar to Wormwood Studios fans, as he did key animations for the Stranger in Strangeland. Maciej’s role doesn’t have an easy label; he’s the sinew of the project: editor, scripter, sounding board, producer, overseer. He pushes all of us to be our best and leads by tireless example.

In 2016, Jamie Campbell and Anders Hedenholm began creating Fallen Gods’ soundscape. Jamie is an amazing voice actor, and his delivery of the narrator’s voice helped guide my writing as the years went on. Anders—fittingly from Sweden—found a way to compose music that feels authentic to the setting, unique, and beautiful.

A couple years ago, James Spanos—one of my fellow founders of Wormwood Studios and one of the three core creators of Primordia and Strangeland—took over coding from Connor Brennan, who helped launch the project. Since James joined, the game has leaped forward, which is unsurprising because no commercial Wormwood Studios game has ever been finished without his involvement, and his inexhaustible energy was a dynamo of our past projects as well.

Right now we have four active illustrators: Ivan Ulyanov (whose work has appeared in numerous adventure games, including several released by the publisher of Primordia and Strangeland, Wadjet Eye Games); Jan Pospíšil (one of the illustrators of Six Ages, a sequel to one of Fallen Gods’ inspirations, King of Dragon Pass); Gessony Pawlick; and Cleopatra Motzel. Almost a decade ago, Cleo did the knotwork for the runestone that has been the game’s main menu, and recently she jumped back in to create a logo and enhance her earlier work.

The very long development cycle—and uncertain nature of embarking on RPG development—meant that I took a different approach for Fallen Gods in terms of team structure. Primordia and Strangeland were collaborations where no one got paid during development and the three of us shared in the backend royalties. For Fallen Gods, we’ve actually had a budget, which I’ve funded out of the royalties I earn from Primordia and Strangeland. From 2014 on, almost all of my royalties have gone to the Fallen Gods team as part-time contractors. For those curious about the costs of even a shoestring indie RPG, the development cost has been around $80,000 (another number ticking inexorably upwards!), divided between art (45%), coding (25%), production work like scripting, editing, testing, QC (25%), and audio (5%). (Obviously, I don’t pay myself!)

It’s been a long road, but the end is now in sight! And there’s no one I would rather have taken that journey with than these comrades in arms. I can’t wait for people to see (and play) what we’ve created together!

When is that release going to happen? I anticipate 2024, but I never like to make promises on release dates. Of course, getting the game out is never the end of the road. As James and I have done with Primordia and Strangeland, I’m sure we’ll continue supporting and refining the game for years to come!
 

MRY

Wormwood Studios
Developer
Joined
Aug 15, 2012
Messages
5,733
Location
California
At some point. That post was largely that I wanted to update the Facebook page splash graphic and couldn't figure out how to change pictures without first creating a post with the picture.

Before I can get around to writing another update I need to take new screenshots for Steam.
 

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