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

Infinitron

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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

Animation/SFX test for Hibernaculum, Horror Sci-Fi RPG game that builds upon classic dungeon crawlers from a forgotten era. Survive the many dangers the Ship has to offer in your own way, with in-depth character creation & wide varying combat, quests, survival management and a driving grind to auger your character into the deepest reaches of... The Hibernaculum.
 

Ash

Arcane
Joined
Oct 16, 2015
Messages
7,055
Yes, it lets you save. Had considered limited saves to prevent save scumming. Won't do that but maybe in hard mode.
That or maybe iron man with exit save. Ain't no true survival horror without!
 

Darkozric

Arbiter
Edgy
Joined
Jun 3, 2018
Messages
1,840
I am not expecting this to hit the builds variety of say Underrail.

Mention Underrail is completely retarded, since this game belongs to a different sub-genre. The games that draws inspiration from have nothing to do with build variety. It's like expecting puzzles from a strategy game.
Hibernaculum should be judged only if it manages to be a good successor of those games that tries to ape. The core pillars of those games are atmosphere, puzzle-solving, exploration, and to a lesser degree survival.

I predict it being very limited with the major emphasis on atmosphere snd style. Which would be disappointing really.

Lands of Lore was also limited combat/build wise, doesn't mean it was disappointing.
 

Hydro

Educated
Joined
Mar 30, 2024
Messages
493
I am not expecting this to hit the builds variety of say Underrail.

Mention Underrail is completely retarded, since this game belongs to a different sub-genre. The games that draws inspiration from have nothing to do with build variety. It's like expecting puzzles from a strategy game.
Hibernaculum should be judged only if it manages to be a good successor of those games that tries to ape. The core pillars of those games are atmosphere, puzzle-solving, exploration, and to a lesser degree survival.

I predict it being very limited with the major emphasis on atmosphere snd style. Which would be disappointing really.

Lands of Lore was also limited combat/build wise, doesn't mean it was disappointing.
The question I replied to was about builds.
 

Hydro

Educated
Joined
Mar 30, 2024
Messages
493
I am not expecting this to hit the builds variety of say Underrail.

Mention Underrail is completely retarded, since this game belongs to a different sub-genre. The games that draws inspiration from have nothing to do with build variety. It's like expecting puzzles from a strategy game.
Hibernaculum should be judged only if it manages to be a good successor of those games that tries to ape. The core pillars of those games are atmosphere, puzzle-solving, exploration, and to a lesser degree survival.

I predict it being very limited with the major emphasis on atmosphere snd style. Which would be disappointing really.

Lands of Lore was also limited combat/build wise, doesn't mean it was disappointing.
The question I replied to was about builds.
You replied to a question directed at me - but go ahead and explain how environment/room objects & enemy disposition & mindset affects attack rolls for us :)
Aww man sorry for hijacking the question. When you’ll be able to tackle your butthurt, I’d be glad to hear more about those cool mechanics :smug:
 

kangaxx

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atop a flaming horse
featuring analog hardware & several period specific synthesizers (MT-32 era).
I dabble in music production in my spare time and love all that analogue stuff, can I ask which ones you use?
Anything I can afford that has a pedigree p much lol - I build my own units though.
Is this Eurorack shenanigans or pure building your own shit from scratch? I'm less up on that, but kudos if so. The sounds in your videos are fucking outstanding in my opinion.
 

Morpheus Kitami

Liturgist
Joined
May 14, 2020
Messages
2,697
So - Elvira has zero influence on Hiber combat mechanics. We lean on yeah, Lands of Lore but really more Westwood's earlier EoB, & build on that.
Aw, what a shame. Elvira was so close to having a wonderful combat system, so close that anyone could do it if they desired. But it had one limitation, you only fought one enemy at a time, which if I'm reading your implications right, means that there will be no such mercy here. That said, I hope Elvira's feeling that every combat could result in your death will remain.
 

Morpheus Kitami

Liturgist
Joined
May 14, 2020
Messages
2,697
So - Elvira has zero influence on Hiber combat mechanics. We lean on yeah, Lands of Lore but really more Westwood's earlier EoB, & build on that.
Aw, what a shame. Elvira was so close to having a wonderful combat system, so close that anyone could do it if they desired. But it had one limitation, you only fought one enemy at a time, which if I'm reading your implications right, means that there will be no such mercy here. That said, I hope Elvira's feeling that every combat could result in your death will remain.

I dunno I felt like the Elvira system was just rock paper scissors with slightly more blood. Figuring out blast radii and incidental damage like it's bloody 40k has me thinking you know what?

That would have been a LOT easier. :D
The original game's combat system? Where you match left or right as the enemy is swinging his sword at you? I'm not really sure I'd say that bit is true, but I admit I haven't thought about the system on that deep a level.
 

Infinitron

I post news
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Messages
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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/4104840

HIBERNACULUM SURVIVAL/COMBAT MECHANICS UPDATE​


Greetings once more, Hibernians!

The month of April brings us ever nearer the reality of Hibernaculum becoming more than the sum of it's parts.

We now have fully implemented (barring more testing as we begin to really flesh out the playable regions leading to mid-game);

*32+ unique weapon types implemented (ranged & melee)
*HP, hitboxes and heal/craft items during REST fully working
*Equipment slots + pouches working (plus all associated adjusters)
*Respawning enemies
*Simulated combat dice rolls (based on DnD-esque system)
*Weapon "cooldown" (simulated turn-based)
*Enemy AI improvements
*Limb crippling
*Heaps of graphical additions including but not limited to;
*Blood!
*Fog!
*Corpses!

2d9f71b915e85ee3f1c6a5a066ebe271_original.gif

Essentially - the lattice from which the survival horror experience will hang from - is in now fully working in build. All of our survival, crafting, resting, healing and basic fighting mechanics are now fully implemented and working fluidly.

This is, I think, really what that keeps the more visceral and horrific stuff on the surface moving and making sense. So while all these mechanics/math happen under the hood and don't really get seen; doing it all right was I think fundamental to things like emergent gameplay and replayability in the long run being possible - plus being really an unseen but fundamental logic that draws the players mind into the experience on a deeper level than eye candy, and simply choosing Y/N (IMO).

I'm really proud of us. My team, my partner, our crew, myself. I know it's been a slow couple months for updates, and while the amazing Shade Meadows (our head of social media) does a great job keeping the crew updated minute to minute, I myself am still left to communicate our progress through him, not to mention it's me doing much of the social media marketing too - so when there's crunch on the engine I'm left with a lot of pots on the boil - hence the wait for this update.

183e7c4cad696da69512cdfe4de7cbb1_original.gif


I think in future we can get these updates out more frequently, though. In a way this was the main hurdle we had to overcome as a team - now having done this with flying colours it's time to really forge ahead and plumb the depths of the Hibernaculum.

Things are happening very hard and fast now with the build and updates lag behind the actual work significantly, so if you'd like to keep updating minute to minute of course remember we have our Discord channel for those interested;

https://discord.gg/k2ywK8rE

As well as the Youtube channel;



Along with of course our official Twitter feed;

https://x.com/HibernaculumRPG

And my personal dev/Hibernaculum feed;

https://x.com/modredcastleton

There is really SO much more I could talk about and show off here but I think the vast majority of you would agree my time is best spent doing the work rather than talking about it - although with that said I will strive to keep these updates more regular from here on out.

Now that the mechanical engine framework is essentially locked down, this allows us to really push building content out at a significantly faster pace along our planned dev pipeline schedule.

I'm really exited - I hope you are too!

Be seeing you ;)

- Mords
 

Hydro

Educated
Joined
Mar 30, 2024
Messages
493
From the visual standpoint it’s just such a candy. I’m really hoping it’s going to have enough material to fuel my RPG autism. Best of luck.
:bro:
 

Infinitron

I post news
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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/4104847

Hibernaculum Development Update - June 2024​


Greetings Hibernians!

So it's been a very busy couple of months at Hiber HQ - those of you following along on our Discord, Twitter or Youtube feeds may have seen some hints of this activity, but I wanted to take some time away from the pipeline tonight to give you all a more official update, before I bury myself once more in the Hibernaculum.

So some new test areas have been under development as well as filling out some of the side mechanics we have going on, such as REST (which is it's own whole thing) along with a slew of other medium and smaller survival elements now shored up.

These include but are not limited to;

  • Melee & Dual wielding weapons
  • REST/CAMP mechanics
  • Inventory UI & map system overhaul
  • New enemy abilities & behaviour
  • Aquaponics (Swamp) graphics & events
8dd2b303752a48d5b15a8577e1f1c231_original.gif
Resting when you become tired is a great way to regain HP and create new items (if you have the skill points). However, crippled limbs will require more serious treatment than merely putting your feet up - especially if they are no longer attached to your legs.
7dc013b05a2e00b16c2424685a4054fd_original.gif
A Maggotroid in action with some placeholder attack animations - it will consume the player entirely (inflicting all-over body damage) if you get too close!
378ed664ee548ecf19587005f353dc4b_original.gif
A knife in each hand is somewhat a last resort - regardless, the thrust of *this* argument cannot be ignored by your foes...
4b64ead5a49c35f2a78037264c86e87e_original.gif
A "spirited" encounter ensues...
I think it behoves me to mention many of these elements are in flux at the moment, however I will endeavour not to spring too many surprises on you all - or at least none that I wouldn't want leaping out at me from the depths.

So, I hope this update finds you well, have a great month everyone and yeah - follow us on other platforms for more/regular (non-spoilery for now) updates & most importantly;

...Be seeing you ;)

-Mords
 

Infinitron

I post news
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Messages
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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

So I recorded a few versions of this first but they just felt a bit too fake so I thought I'd change it up for once and simply wear my heart on my sleeve.

We also run through some new engine mechanics in-build at around the 3:08 mark (or 4:50 is just gameplay and sound) so feel free to skip to there if you're just jumping on board - but this said I am hoping a short "holiday" will rejuvenate me...

*allows several seconds to pass*

There, that was fun & relaxing! Now it's back to work lol ;)

Again MASSIVE thanks to all our backers, patrons, supporters tribe & crew!
 

kangaxx

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That bird thing looks horrific. Imagine being attacked and eaten by that.

There's little worse that the feeling of being burned out.. enjoy the break!
 

ropetight

Savant
Joined
Dec 9, 2018
Messages
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Location
Lower Wolffuckery
That bird thing looks horrific. Imagine being attacked and eaten by that.

There's little worse that the feeling of being burned out.. enjoy the break!
What is even more frightening is that developer aged 20 years in one year of making this.
Imagine playing this.
in-mouth-of-madness-1994-img2.jpg
 

luj1

You're all shills
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Eastern block
View attachment 51086View attachment 51087View attachment 51088View attachment 51089
I forget if I posted these tables or not (too many pots on the boil lol) - this is fully implemented in the Hiber engine now - although this is just a fraction of just the combat mechanics of course.


Eh

citation fucking needed

These tables mean nothing, I have countless ones from my imaginary games

Those youtubers screeching at you are right, you have no video longer than 10 seconds. It's just looped gifs

decent pixel art tho

Make a gameplay vid that is 10-20 minutes long, where you explain character building and combat, do quests, level up, etc.

I frankly doubt that you will do that, because it doesn't exist and it's not possible. I'm suspecting this gameplay is actually puddle deep

So many games right now are just art projects that are hollow shells, e.g. Dread Delusion for example (also made by a tranny) but also Disco Elysium

It's convenient for them because it's easy to lull these gullible people with art that looks different (doesn't have to be good, just different) into buying the game
 

Hydro

Educated
Joined
Mar 30, 2024
Messages
493
So many games right now are just art projects that are hollow shells, e.g. Dread Delusion for example (also made by a tranny) but also Disco Elysium
Are you calling DE an art project? Opinion discarded if so.
 

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