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KickStarter Hibernaculum - sci-fi survival horror dungeon crawler from Wormwood Studios' Victor Pflug

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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
 

Kedar

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TBH that broke Arcanum for me though - having that option. Just ended up going real time for tough fights and breaking the game etc.
I was under the impression that Van Buren was going to be make or break for the concept of toggleable turn-based/real-time combat. And then it got canceled.
 

LudensCogitet

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TBH that broke Arcanum for me though - having that option. Just ended up going real time for tough fights and breaking the game etc.
I was under the impression that Van Buren was going to be make or break for the concept of toggleable turn-based/real-time combat. And then it got canceled.
This reminds me, Victor Pflug will this be, like, always on realtime like Dark Souls? So you open your inventory and the game is still ticking? Seems like, if not, the game is kind of defacto realtime with pause?
 

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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
https://www.kickstarter.com/projects/hibernaculumgame/hibernaculum-survival-horror-rpg/posts/3752660

o_0 3/4 to the 1st STRETCH GOAL​


Hibernian Worms -

We have updated stretch goals that will be realised when we hit the 1st goal!!! o_0

GO TEAM HIBER

The merch pictures have also been updated & whilst some have been finalised, including the box design for the limited edition (and its CURRENT contents, YAY!!!) & a few other things -

Some will be finalised during development with the help of collaboration from backers/fans and other creators whom we have already spent the last year (& we can't wait for our new backers and supporters to join!! o_0) us role-playing, testing our ideas and concepts while taking on creative feedback & making the game bones - as we hope to have a lot more opportunity for all that once the crazy of KS is over.

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- lots of stuff building in the background, I just can't wait to be playing & trading cards with y'all... forget you heard that...
 

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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
https://www.kickstarter.com/projects/hibernaculumgame/hibernaculum-survival-horror-rpg/posts/3755247

OST Neon Cassette​


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So here it is - the finalized design for the Hibernaculum OST cassette version!!!

I really tried to make the most out of the full on-body printing by creating essentially false tape rollers that will show through in neon like the real tape roller surrounds... Well, if it sounds complex it kind of is haha - but the effect will speak for itself - that glowing green poking out through all the mechanics is going to be pinnacle Hibernaculum livery.

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Neon Cassette + Case Final Design.
The spool will still be visible through that large porthole-ish cutout as pictured allowing you to see where the tape is.

I may as well take a brief moment here to talk about the audio for the tape OST a little - what I'm going to test trial is actually a unique mastering for just the tape version by running all the audio through (yep you guessed it) a real old tape recorder. Now, a fair few of my sounds are actually created with real magnetic tape already for various SFXs and to "colour" the raw digital sound of 80's synths (the DX for example) but of course it's a bit more all encompassing to run the entire audio signal through one... That's a fair ways off though and I'd run a lot of tests first - but the whole fun is making this a unique item so that may on the cards - so to speak. Of course the digital version will be raw game audio looped into something more listenable - so if you're an audiophile that'll also still of course be available in 48khz 24 bit quality sound (or possibly higher if I can upgrade my DAW).

So dust off the boomboxes and walkmans(men?) let's kick it old school style!

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Face Design for Cassette & Case.
 

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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
https://www.kickstarter.com/projects/hibernaculumgame/hibernaculum-survival-horror-rpg/posts/3755741

Rule Book​

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Finalized design for the Game Manual/Rule Book - which is essentially an indexed compendium of basic gameplay instruction, lore essentials and various tables for combat, classes stats, bestiaries, maps character descriptions and so forth. Also includes play hints, detailed descriptions of various areas of the ship along with general bestiary of monsters and descriptions of the various denizens of Hibernaculum.

The decision was made to keep basic lore in the Rule Book and expand our extra/expanded lore materiel into what is now being called the Encyclopaedia Hibernacula - but more on that soon ;)

Obviously I went with a design that calls back to Gold Box game manuals - especially the graphics design in particular of the Eye of the Beholder Rule Book. So, while we don't rely on nostalgia to make interesting games at Wormwood - the occasional 'member berry treat is allowed (after the main meal of course) hence this design being really a bit more of a pure nostalgic hit than our other Limited Edition merch.

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Hibernaculum Game Manual/Rule Book.
Front Cover of the Rule Book.

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Class/Stat Requirement Tables.
Detailed stat tables will enable the more advanced players to fine tune their gaming experience and squeeze the most out of each class build. This is not a requirement for play however as pre-made characters are available to quick start, if so desired.

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Consumables Table.
Full colour interior with pixel art accompanying various descriptive sections will make for a beefy manual to satisfy all your pre-character building needs/curiosities. Our aim is to allow you to feel like you're in the game before you even "boot it up", so to speak. A comprehensive and well written/made game manual is a big part of that philosophy.

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Full Monster Bestiary & Statistics for Basic Enemy Types will be included.

https://www.kickstarter.com/projects/hibernaculumgame/hibernaculum-survival-horror-rpg/posts/3755771

Encyclopaedia Hibernacula​


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So the decision to split the majority of the lore into a standalone booklet separate from the Rule Book came about twofold;

1) A desire to keep the Rule Book fairly straightforward and compact, free from overstuffing

2) To further the idea that your gaming experience starts before you even boot up the game, if so desired

Much of the inspiration for this book (apart from it's creation as a supplemental first and foremost) was a desire to recreate experiences of games from days gone by. The classic RPG game Return to Zork came packaged with what was called the "Encyclopedia Frobozzica" which essentially contained a mixed bag of stories & lore told from within the perspective of the game's history. Similar also to Brian Froud/Terry Gilliam's book "Goblins of the Labyrinth" which was essentially expanded lore for the film; The Labyrinth.

Encyclopaedia Hibernacula (additional font/symbology artwork by @MukkysWorld) with Hot Foil designs.

The book will take the form of various excerpts, logs, maps, diaries and lost technical scrolls + manuals concerning the past + present history of the Ship and it's inhabitants. Overall structure, forewords and choice excerpts will be written/illustrated by Victor Pflug. However the majority of the works/writings within will be from a range of collaborators, writers and artists we would like to develop this book with and take their ideas on board, so to speak.

As with the Rule Book - the Encyclopedia Hibernacula is useful (though certainly not necessary) to play and enjoy Hibernaculum & both will be attached in digital format to the full digital copy of the game.
 
Last edited:

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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
https://www.kickstarter.com/projects/hibernaculumgame/hibernaculum-survival-horror-rpg/posts/3757854

Extra Event: Mausoleum​


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Psionic mutations abound a forgotten Mausoleum; wade knee deep in pools of hydraulic fluid in search of relics, or grind out some XP in macabre style.

This event consists of several unique screens, areas, and some new/unique monster types and one-off relics such as weapons, armour etc as well as the usual randomly generated loot and consumables found throughout the Ship.

Of middling difficulty, this event will only be added to the current lineup of events + areas if we reach our 2nd stretch goal of 120k AUD (approx 80k USD), along with an early (digital only for now) release on the Nintendo Switch.

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Insectoids with psionic capabilities infest this Mausoleum.
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A huge broken machine sits in a pool of dark red hydraulic fluid, with a rickety staircase descending into the pit. Will you alight the stairs?
A small/medium sized catacomb with several points of interest, this Mausoleum was once a burial ground for ancient peoples. Before that, who knows...

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A cockpit; mostly stripped bare of it's controls and instrumentation, lies before you.
 

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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


https://www.kickstarter.com/projects/hibernaculumgame/hibernaculum-survival-horror-rpg/posts/3759213

Pocket Grenade Launcher​


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Hark, Hibernians! We are *super* stoked to announce the Backer Exclusive Weapon;

The ultra rare (customized) hand dandy LT-14 - Pocket Grenade Launcher!!!

So, if we reach the second stretch goal (specifically, adding the Mausoleum to our Ship) this one-of-a-kind unique weapon will be gifted to all backers (at base game and above) to help battle the horrors of the Mausoleum.

How the weapon works is essentially just like a slow firing pistol, but fires grenades. Grenades are a consumable item that can be found and created by certain classes, however they must be equipped and thrown etc, making this small pocket sized 40mm launcher a great addition to your arsenal. Ammo will be extremely limited - but you will basically have a string of D&D fireball scrolls in your bandolier.

LT-14 stats:

  • Base damage 1-8 PL
  • Base Range 4
  • Damage Radius 1
  • Base speed 1
  • Ammo Type - 40mm Low Velocity Shells
  • Bonus + 1 to all rolls
Pocket Grenade Launcher +1 Concept Art.
 

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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
https://www.kickstarter.com/projects/hibernaculumgame/hibernaculum-survival-horror-rpg/posts/3760976

Grimpressions Video + News Update​


Heya everyone!!!

So, more exiting news - our friend Grim Beard just released a "Grimpressions" video about Hibernaculum that we just absolutely adore and wanted to share with you all right away.

Also yes - he did pronounce my name correctly ;)



In other exiting news we are also past the 1/4 mark on our way to the second stretch goal which is, well, super exiting!!!!

I for one am now very much wanting the Mausoleum in game (plus will reveal further stretch goals soon which include more unique events, unique weapon + Monsters, more goodies, some REALLY interesting stuff still under wraps and most of all, more Hibernaculum all round. As I was unable to edit the Mausoleum post I'd like to take this opportunity to unveil a mini-boss, the controller of the Psionic Tardigrades that infest the Mausoleum;

 project video thumbnail

PLAY
Exploratory theme for the Psionicists lair.

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Spanglic globuli pulsate as the Psionicist listens intently for your thoughts.
So again, this mini-boss resident of the Mausoleum area is only going to be implemented if we hit the next stretch goal - so let's rock!

Oh also in case you're not following my Twitter account and want up to the hour updates, art, design + music content here's a direct link;

 

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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
https://www.kickstarter.com/projects/hibernaculumgame/hibernaculum-survival-horror-rpg/posts/3761444

Halfway to the 2nd GOAL + NEXT STRETCH GOAL SNEAK PEAK​


OMFG!! YOU GUYS ROCK - 145% FUNDED, 1st GOAL MET!! O_0 WE HAVE A RIO + the 2nd Map has been added to the limited edition box set. o_0

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Good Boy!!
Now we are currently pushing towards our 2nd GOAL; this will get us to the Switch Release + Mausoleum Event, including a Mini Boss + Backer Only Grenade Launcher Weapon.

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Switch Release + Mausoleum Event, Including Mini Boss + Backer Only Grenade Launcher Weapon

We have some details to share about the 3rd goal 150K (Approx 100K USD) at this stage we will input Shield Mechanics/Stats + Backers only Wayfarer Shield + Wayfarer Boom Stick & Wayfarer Boot Gun (Ash vs Mutants? o_0)

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Shield Mechanic + Backers only Wayfinder Shield + Wayfinder Boom Weapons
More stretch goal details will be announced when we hit the 120K goal!

Go team, you guys are keeping us pumping even harder now that we can talk shop in our Discord, if you haven't already, head on over to Discord (link in backer only update) & Join the other 200 or so strong in our backer only conversations.

Thank you - Hiber HQ
 

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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
https://www.kickstarter.com/projects/hibernaculumgame/hibernaculum-survival-horror-rpg/posts/3762287

Shields​


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Part of Stretch Goal #3(100k USD) is the full implementation of shields as an equippable defensive item/game mechanic in Hibernaculum.

These would work as do shields in Eye of the Beholder/Lands of Lore; whereby if you choose single handed melee combat (or single handed ranged weapons) an offhand may be equipped* with a shield for Defence bonuses.

+1 Basic Shields are cobbled together from metal plates and provide a minor Defence bonus

+2 Shields - Autoshields have automated plates that react to incoming missiles and reposition the shield plates to best deflect incoming rounds

+3 Shields - Energy Barrier Shields are exceedingly rare and work by creating a dynamic energetic barrier of exited nanoparticles partially surrounding the user

*High tier CAPS systems will allow players to equip a shield even with a pistol or pipe in each hand; with the CAPS arm wielding the shield

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Boomstick! https://www.kickstarter.com/projects/hibernaculumgame/hibernaculum-survival-horror-rpg/posts/3762968

Wayfarer's Guns + Autoshield​


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Backer Exclusive Weapons + Shield (@ Stretch Goal #3 - 100k USD)

Wayfarer's Boot-Gun (miniature dual barrel pistol)

Wayfarer's Boomstick (autoloader shotgun)

Wayfarer's Autoshield +2

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Stretch Goal #4 180k AUD (120k USD) Sneak Peek;

(Wayfarer's Outfit + Equipment Completed)

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Stretch Goal #4 180k AUD (120k USD) Sneak Peek
 

baba is you

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Victor Pflug

First of all, congratulations on the success of your Kickstarter. To cut to the chase, Dungeon Master-inspired games have an inherent drawback.
The combat system always asks the player to dance, this problem is especially visible in areas with 2x2 movement.

Many Dungeon Master-inspired games have tried to fix this shortcoming, but they haven't solved the underlying problem.
Perhaps we can expect improvements to the combat system in this game?

Also, while Wizardry and Might and Magic are all about puzzles, FTL's DM and Westwood's EoB are more puzzle-centric than those games.
So I think it's important to have fun and varied puzzles rather than combat. :)
 
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PART 1



2008


I'm gonna jump right in and start by recounting some of the first experiences I had in the industry. I'd done more art than I had music, code or writing prior to starting Primordia - so I used this "main skill" to try to get a foothold in the industry, in and around 2008 & 2009. I was trying to hustle jobs wherever I could, mainly as a concept artist on other people's indie projects.

I found myself working on a project called Cyclopean - a Lovecraft inspired RPG. However I was being asked to redo concepts over, and over, and over. The project lead from that ended up blaming me & the other artists on the team in a roundabout way for it's failure - but my little brother had watched me laboriously repaint the same Ziggurat & evil onion ten times for this guy when it was pretty much *great* the first time around - so my brother knew the *real* deal there. Even if the lead dev couldn't face his own shortcomings. I was met with a pretty similar experience on my next "work for hire" job which featured robotic protagonist that of course appealed to me but I was outta there pretty quickly too when it became apparent I was going to be sidelined by, what *I* felt, was poor project management and the same endless redrafting ad nauseum as Cyclopean had me fumbling around with. I did take one very important thing away from that though - the original rejected concept art for Viktor. I also left with a strong desire to lead a team better than these guys.


It was during these ultimately fruitless experiences that I thought *I* might be able to lead a team, and get a project over the line. I wanted to allow my team mates ideas on board even if I didn't 100% gel with them myself - if I could keep strong work - but also somehow get the *work* to gel - then we might just have something special on our hands. We might actually just, you know, release a cool game.


2009

My developers log at the time really sums this philosophy up - looking back - I wish I had used this sheet as my bible from there on out & as a prologue for my studio. It pretty much encapsulates my thoughts and feelings going into forming the original Wormwood Studios & of course hugely informing my game design philosophy itself. But I barely remembered it until I looked back over all my old archives recently. I loved the work I was coming up with; even if the people I was volunteering for back then didn't. My game assets weren't being utilized. Who cares if they don't fit your exact vision? Isn't just getting the GAME MADE, paramount? Regardless - that's what I was thinking at the time. Perhaps it is naive looking back, but I think my heart & mind were in the right place. I think I *was* onto something back then.

Anyway, directly after this early experience in the industry at large - in late 2009 I did a few experiments in Adventure Game Studio, creating my own point and click adventure games. Notably a horror game experiment set in an old train station. Very Silent Hill-esque. I thought it had some pretty interesting spell creation mechanics to help the player solve obstacles & puzzles. There was also this short game I made from start to finish called "Trial of the Schnellersparrow" which I did solo in a couple of weeks, all said and done. This gave me the confidence to try something bigger and better & really throw my hat into the ring for the first time.

2010

I began work on Primordia early 2010 and set about creating something like Trial of the Schnellersparrow - but bigger in scope and scale & made over the course of a few months, as opposed to the few weeks I'd set for myself on the last project. Fallout, BASS, and a few others post apocalyptic games along with an obsession for ROBOTS helped inform my early worldbuilding.

RECORD SCRATCH But I wasn't born hustling jobs in the games world - so let's rewind a few years and just have a quick gaze at my earlier days - before all this. (REWIND SOUNDS)


Things were pretty tough growing up. My parents split when I was 2. My Mum met my StepDad who's a computer scientist & sound engineer. I split my time from that point on between family and my bio dad who was an abusive alcoholic, but luckily for me one of his friends gave me my first Nintendo Game & Watch, he also lent me a C64 at age 10 - because we couldn't afford much at home. The first time I saw Monkey Island it was displayed on a giant CRT television in my friend Lawrence's attic. That blew my mind back in '92. My Mum was a seamstress, and I think in modern terms you'd simply call her a "creative". Mum and I used to design & make clothes together - she'd make the patterns and sew them, and I'd airbrush paintings on them. We did a lot of art together, Annette and I.

Years later when I met my best friend in art school, we made a pact to always do art and music together (25+ years and still going strong by the way). Although back then I was also still somewhat tied to my Mum's apron strings. That would change in 2005 when my Mum committed suicide due to her abusive childhood & inner demons. It was beyond devastating having her leave me as my world was also gone overnight. After that I'm not really *me* anymore. My artwork became pretty dark around then, and never really switched back to the the cute & happy stuff I was painting before that. I think my best mate from art school was my rock back then. I don't think I really understood at all, or even registered what a deep effect that had, at a time where I was really just starting to figure out who I was. The next couple of years are a blur, but I know I lost myself almost entirely. We'll touch more on how deeply this event impacted me on a fundamental level a bit later.

RECORD SCRATCH But I wasn't born hustling jobs in the games world - so let's rewind a few years and just have a quick gaze at my earlier days - before all this. (REWIND SOUNDS)

2009


So that's how I eventually came to creating the world of Primordia. The story of two robots on a mission across a dead & machine strewn nuke-sterilized wasteland, from their airship home, past a huge buried robot in the sand to a vast city & tower where they'd recover a McGuffin, and defeat the Big Bad. It was a pretty simple hero's journey idea for a game in a style I thought I wanted to explore more, stemming off from my previous work. It called back to ideas I'd also had years earlier of a "Milo & Otis" style adventure game featuring two robots in an alternate WW2 setting. That idea, married with the world building I'd developed in Trial of the Schnellersparrow became the core of what would become the world, story & characters of Primordia.

So I started mapping out the game world, landscape, walkable backgrounds, thumbnails, assets as well as more character concepts etc, and also making a working game build. I used these assets & test build to try to entice people to join up with my new fledgling game project team. I was just calling it "Robot Game" at that point in time, as a placeholder.

I put out a call on the AGS forums and received several responses from writers, musicians, & voice actors. Among which was a prospective email from Mark Yohalem. I had several choices, but I felt having a Harvard Educated Lawyer on board could help my budding game development studio down the line. In hindsight I think that influenced my decision to select Mark as my dialogue writer for Primordia over several of the other candidates that had emailed me at the time. Regardless, I sent Mark the full portfolio of world-building I had done for Primordia so far. He was impressed, and started sending me story notes and ideas to flesh out the game immediately, & fill in the areas I either wasn't confident in, or felt I didn't have the time to create. My two main responsibilities were as lead dev & director, but I wasn't quite as confident in my skills across the board as far as game development goes, back then.

So the team and I began working and building from each other's ideas, Mark writing according to my designs & concept, with progress on Primordia sailing along at a pretty rapid pace for a few months. I hired (& paid out of pocket) several voice actors who I had in mind for specific roles during the project's inception. At that time I also made another small point and click game solo, called Beacon, over the course of a few days. It's a pretty simple, tiny underwater version of Primordia. A little robot helps a crashed re-entry capsule pilot not die after an unexpected touch down at sea. This visual storytelling was what led me to create scenes like the one with Horatio and Crispin boarding the train to Metropol. I'd animated Horatio stepping on the caboose, then realized Crispin would actually be physically left behind in the game engine. The simplest solution for me was just having Horatio grab Crispin around his middle and hold onto his friend for the ride. It was a happy accidental hug & I added the closeup after that as a result. It wasn't a familial embrace though - just of one friend helping another. I mean, who knows what may have happened if I'd written the dialogue for these two as well. I think it's safe to say though - you're all gonna find out more about experiments like that pretty soon.

I write my own dialogue for games now, and design my own puzzles. It's actually a bit faster, and I think fits my own work better overall. But back then I was pretty nervous about my writing skills. I felt I needed some help to actually write the lines I needed to push my story and characters forward in Primordia, and the projects that would follow in the coming years as well, to a certain extent. I told Mark on a couple of occasions not to expand *too* much on the backstory & lore for Primordia, as I'd just hired him to write dialogue for my characters. Which he did.

In late 2010, feeling the weight of development - I emailed someone who had given me advice earlier in the year about programming, James, and I invited him officially to join the budding Primordia team, full time. We were now well into the development of the city I'd envisioned early on, now called "Metropol" - although I'd very firmly insisted on the name Primordia for the game itself, when Mark floated "Pursuit of Power" to me.

2011

The start of 2011 kicked off with Mark sending details for a new game of his that he wanted to pitch to studios called "Star Captain". While working on Primordia, I started creating art & music assets to help Mark with his pitch. It was also at this time that Mark informed me he was bypassing me, and sending files directly to James from now on to implement in the build.

January also marked the entry of Dave Gilbert from Wadjet Eye Games into the picture, he contacted me via the AGS forums regarding his publishing my game. I *was* interested, as Dave had made a bit of a name for himself by then. Having a team mate on board that also happened to have skills in the law, I naturally asked for Mark's advice regarding the details of the contract, as well as discussing a few other details of what any contract between me and Dave might include. However- Mark benefitting from this contract meant his advice was never neutral. To be clear though, I was still just in talks with Dave about any deal with Wadjet.

Key among my considerations taking on Wadjet as my publisher, were keeping my original team on board & intact, as well as making sure that Dave would distribute the proceeds from Primordia sales at my discretion according to what would be in my contract. As opposed to me simply receiving the money from Dave myself, and having to divide it and send it to my team members.

My hands were full working on Primordia, and having no knowledge of business or how that side of things worked, I was convinced to at least consider the deal with Dave. I figured that with an established publisher, and a Harvard educated lawyer on board both many years my senior; I'd be in experienced & professional hands when it came to the business side of things for my game. Which was an aspect I didn't think I was qualified to tackle at the time. I really just wanted to make games and not worry about the business & money related aspects. I mean, what could go wrong?

So in March 2011 Mark had told us that S2 games had backed out of publishing his game Star Captain, & despite some slow down and worry regarding James at the time, I assured Mark all was well and work continued. This is when I floated the name Wormwood Studios. Wadjet had several other developers in their stable at that time such as JBurger and the devs behind Journey Down - people who had inspired a lot of my work on Primordia. So I was taken aback when Mark sent me several negative emails about these devs - but I took it for just "venting" at the time due to Mark's failed pitch for Star Captain.

A few problems come up with the music. But they were resolved & I resumed talks with Dave regarding his publishing my game. In June 2011 the contract from Wadjet was altered to include several clauses to protect my IP rights, as well as a few other protections for myself - as the original creator of Primordia. I also insisted on my two main teammates Mark and James be paid a set royalty percentage. With me developing the Game Primordia for Dave, & Mark & James officially assisting. This was now written into my contract with Dave Gilbert of Wadjet Eye Games, signed sealed and delivered.

I notified the whole team officially- we were now signed up with Dave, for better or worse. Mark chats with Dave and assures me that it helps being friends with a lawyer.

Production continues, albeit a fair bit slower now, with channels of communications divided between myself, Mark, James and Dave, although progress did continue with Mark now suggesting "Gold Idol Games" as a name for our Studio - however I insisted on Wormwood Studios for the title because it calls to mind Absinthe - part of my Swiss heritage, as well as my favourite game studio; Westwood.

Near the end of 2011 I had some major health problems mostly because of where I was living, which was a rotten shed in the backyard of my StepDad's house. Black mold had overrun a big patch under my bed (as well a few other problems) it was pretty shocking to discover the time, kind of freaked me out. It actually explained a lot of my lack of focus and other health issues. I mentioned all this to the team. But I didn't really get a response. But hey, I hired these guys to help build my game with me - not baby me when I was sick. Anyway. I just took this for them being busy. I couldn't help but make another game around then too - another little adventure game I made for then girlfriend called Aurora. This one had full VO and ended up being a nice little polished game, or I thought so for the amount of time I put into it, which was no longer than a week or so - it was being made as a present.

2012

The start of 2012 was marred by a pretty boneheaded mistake on my part, unplugging my PC & killing my whole OST. Dead in the water. I let the team know I'd be out of action for a while recovering all my systems. However, halfway into January Dave sent me the first of what would be a new way of dealing with me from his end post contract signing; ultimatums, and very little regard for *my* issues or problems. Dave had been informed of my workstation meltdown, by me, but I got a pretty sharp email from him telling me that I should have informed him, in advance of my absence. We all had issues and breaks here and there, heck, Mark had a child at one point during production. I'm sure that slowed him down. You can't always expect the unexpected - but apparently Dave felt justified in making that pretty absurd demand of me.

I reiterated that it was unavoidable. This should have been the first indicator to me of Dave's poor management skills, as I'd only JUST signed our contract prior to this incident - and Dave's tone towards me immediately shifted entirely after this & you'll see our exchanges bear that out, from this point onwards.

I start working with Dave's new composer, Nathan, on the music for Primordia. Though now the music had changed hands three or four times via Dave's "expert" management, so I was becoming somewhat frustrated with the process. This was also the second person named Nathan doing the music on Wadjet's behalf. A little confusing to say the least. I probly did over-direct the second Nathan with my somewhat overbearing synth aesthetic - because I essentially composed a soundtrack for Primordia alongside his, to send him as a reference and guide to inform his own work on the "official" Primordia OST. This tandem Primordia OST I made would later be released as a standalone on Steam, which was Mark's suggestion around this time. One of the many compromises I'd made up until then with Dave.

Mark pointed out that I had an obligation to WEG which I had to make good on, so I replied that I would make the best of the situation, and progress continued. Somewhat strained at times, but I was pleased with the new music Nathan was making for the most part, so of course we got along personally for the most part as well - with Nathan rising to the challenge of my admittedly overbearing direction.


Dave messaged me about the person I had cast as Crispin in Primordia, Chis Trew. He's a really cool nerd rapper & stand up comedian based in Austin Texas, with a sing-song voice and a very quirky personality. He reminded me of "Joey" from Beneath a Steel Sky - another quirky robot in another adventure game that I took a lot of inspiration for Primordia from when I was first designing it, before bringing anybody on board. Huge obvious influence from BASS. So I had him in mind even before I put a call out for anyone to join Primordia. He was actually also part of the reason I first even decided to include voice acting in the game, or make it at all. For real. And yeah again the first time I said YES to Dave regarding a Primordia deal when we first spoke, he agreed that CT would stay on board as Crispin, this was reiterated on and off several times throughout contract negotiations.

So, earlier in the year I'd asked Dave whether voice acting was underway; with no reply. Many months later when Dave wanted all the VO done right away, Chris happened to be doing a comedy tour at that time. Dave was adamant this small delay was unacceptable and could lead to a delay of up to a year. Now, not only had the initial talks of my deal for Primordia with Dave begun with assurances I could keep CT specifically as Crispin, as I mentioned, and throughout talks, but I was now in a position of not just compromise, but capitulation to Dave on a major creative choice for our game, and a choice to fire someone I had brought on board from the beginning. I did eventually cave to the pressure of my team, and Dave, and I fired Chris.


My relations with Dave dissolved almost entirely from then on. On the surface, things till progressed. I began to answer his long winded emails to my team in short order, and just go and get the work done myself. I gotta say, I was pretty fed up with Dave's treatment of me by then. Mark, however, seemed strangely ecstatic - sending me an exited email telling DN and I what a big thing he now thought Primordia was, how it could be the start of something bigger etc. Although I always had believed in it. Mark's language was curiously negative, which threw me off. Whilst I was happy I was moving forward, in my mind, I'd irrevocably breached a bond of trust with my team mate. Getting Primordia made was still my main goal but wow, had things gone off my original track now in a BIG fucking way.

Dave also offered to terminate CT on my behalf, which I thought was really weird. This was my mess and I wouldn't ask anyone else to clean it up. I did the deed, fired Chris and moved on, feeling dirtier because of it.
 
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Grunker

RPG Codex Ghost
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Joined
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Victor Pflug

First of all, congratulations on the success of your Kickstarter. To cut to the chase, Dungeon Master-inspired games have an inherent drawback.
The combat system always asks the player to dance, this problem is especially visible in areas with 2x2 movement.

Many Dungeon Master-inspired games have tried to fix this shortcoming, but they haven't solved the underlying problem.

there's a very obvious solution to this problem

it fixes it in a single stroke, in fact
 
Last edited:

Harthwain

Magister
Joined
Dec 13, 2019
Messages
5,406
Victor Pflug

First of all, congratulations on the success of your Kickstarter. To cut to the chase, Dungeon Master-inspired games have an inherent drawback.
The combat system always asks the player to dance, this problem is especially visible in areas with 2x2 movement.

Many Dungeon Master-inspired games have tried to fix this shortcoming, but they haven't solved the underlying problem.

there's a very obvious solution to this problem

it fixes it in a single stroke, in fact
You're right - just fix a player to the spot until combat is resolved.

And, as a form of compensation, give him a retreat button. With two drawbacks: 1) escape path is random AND 2) you have to suffer an attack of opportunity each time you retreat.
 

baba is you

Educated
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Mar 11, 2023
Messages
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No. I'm not a freaking chatbot.
Victor Pflug

First of all, congratulations on the success of your Kickstarter. To cut to the chase, Dungeon Master-inspired games have an inherent drawback.
The combat system always asks the player to dance, this problem is especially visible in areas with 2x2 movement.

Many Dungeon Master-inspired games have tried to fix this shortcoming, but they haven't solved the underlying problem.

there's a very obvious solution to this problem

it fixes it in a single stroke, in fact
You're right - just fix a player to the spot until combat is resolved.

And, as a form of compensation, give him a retreat button. With two drawbacks: 1) escape path is random AND 2) you have to suffer an attack of opportunity each time you retreat.
As far as I know, there have been similar attempts in the recent past - The Fall of the Dungeon Guardians is a good example. The combat system heavily penalizes gamers for dancing.

However, the combat in that game felt a bit MMO-like, and the puzzles seemed to be fewer than in Grimrock, so I didn't finish it.
 
Self-Ejected

Dadd

Self-Ejected
Joined
Aug 20, 2022
Messages
2,727
Here is a great idea: make it
turn-based.
 

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