Perkel
Arcane
- Joined
- Mar 28, 2014
- Messages
- 16,382
RTwP isn't the same as Real Time.Because it is RPG. Real time action game was also Planescape torment
So they should pause system to game and thus it will be legitimate RPG.
RTwP isn't the same as Real Time.Because it is RPG. Real time action game was also Planescape torment
Slow down the pace of combat, add pause, and yes. I would pledge to that.RTwP isn't the same as Real Time.Because it is RPG. Real time action game was also Planescape torment
So they should pause system to game and thus it will be legitimate RPG.
If my experience with KS projects serves me right, though, doing a self-funded sequel is most likely out of the picture. In any case, getting the game out is our top priority at the moment, anything else comes later.I have to say concept art for this game blew me away. Honestly numenera concept art in comparison to this looks like some kids paintings.
Best of luck you guys. Starting project is one thing but finishing is completely other thing. Don't chew more than you can bite, set realistic goals and don't fuck with your community and soon you will be doing self funded sequel or much more lucrative kickstarter
Not likely, I'm afraid. The core mechanics are already in, the Kickstater is funded, we can't afford to spend any more time on overhauling, we need to get the gameplay prototype out as soon as possible.The game would look so much more sexy with Turn Based combat, I always thought that TB is easier to implement and balance, and it feels less clunky with a lot less of work. Mr. Guyduk can we have a hope still that you will change your mind?
Well, we are definitely planning on adding a pause.Slow down the pace of combat, add pause, and yes. I would pledge to that.
If my experience with KS projects serves me right, though, doing a self-funded sequel is most likely out of the picture. In any case, getting the game out is our top priority at the moment, anything else comes later.
Looking forward to the day when I can swing a dead cat (or a KS dollar) without hitting Mark Morgan.
^Looking forward to the day when I can swing a dead cat (or a KS dollar) without hitting Mark Morgan.
That's like saying you are tired of DELICIOUS CHOCOLATE CAKE. No one ever gets tired of DELICIOUS CHOCOLATE CAKE.
The camera wouldn't be locked in place entirely, but it won't be entirely free, too. There's the "main angle" (pseudo-isometric) which the camera would use on default, and the player would be able to tilt it a bit, plus the expected zoom, but that's about it.So how about that camera, Panzermeido? You think that's gonna get freed up so we can look around a little better? It feels way too restricted in the tech demo.
"Tilt a bit". That's kind of how I felt in the tech demo. I felt like I was wearing a neck brace or something. I couldn't even tilt my head up to see all the way across a small room half the time.The camera wouldn't be locked in place entirely, but it won't be entirely free, too. There's the "main angle" (pseudo-isometric) which the camera would use on default, and the player would be able to tilt it a bit, plus the expected zoom, but that's about it.
Sounds cool. Thanks for the replyAdditionally, the camera would be kind of "case-sensitive"
"Tilt a bit". That's kind of how I felt in the tech demo. I felt like I was wearing a neck brace or something. I couldn't even tilt my head up to see all the way across a small room half the time.The camera wouldn't be locked in place entirely, but it won't be entirely free, too. There's the "main angle" (pseudo-isometric) which the camera would use on default, and the player would be able to tilt it a bit, plus the expected zoom, but that's about it.
Yeah, that's a noted problem. The behavior of the camera would generally depend on what type of space you are in (enclosed or open), but the rough edges, such as the doorway stuff, will be reworked - it's a bug of the techdemo,Yeah the camera angle is a bit restrictive considering some of the level design. It seems that levels will be enclosed spaces rather than "roofless" like most top down games of that style, so when going near walls/doors it feels kinda strange.
We’ve been on this project for three years - which is enough to get a lot of stuff done, but since you don’t have three years to read it,
It's too tech, you can just walk, use the lantern and hit the target dummies.This sounds and looks quite interesting. Not sure how I feel about 'real time' rpg, but tbh as long as it's different enough and has a fair setting them I'm probably in.
Anyone played the tech demo yet?
It's too tech, you can just walk, use the lantern and hit the target dummies.This sounds and looks quite interesting. Not sure how I feel about 'real time' rpg, but tbh as long as it's different enough and has a fair setting them I'm probably in.
Anyone played the tech demo yet?
Demo Working Process
Hi there! We’d like you to know that the demo will be completed real soon, but please have patience. We still don’t know the exact release date, because we want to deliver to you something that’s really worth playing. What we can tell you are what will be probably the most important systems for you to test in the demo, to estimate them or to indicate how they can be further improved.
Within the demo, it will feature all the basic attributes except Charisma. So within the demo, there will be Strength, Dexterity, Endurance, Perception, and Intellect; these characteristics will have a considerable effect on the gameplay of the game.
The following skills will be available: Close Combat, Small Arms, Rifles, Heavy Weapons, Medicine, Mechanics, and Criminal Activities. Skills determine the success of certain actions and often require using special items. So, for example, it is hardly possible to repair broken computers without special tools, even if your skill is very high, or to brute force-open locked containers without lock picks.
The player’s character will be Typer, a preset key character with a certain level of progression. He has good Strength and Dexterity attributes a high level of Close Combat and Mechanics skills, as well as a fairly good Small Arms skill. Besides, Typer has a number of unique perks, some items, and crafting recipes. The unique items and perks are objects that cannot be simply found or used: to do so, the player will have to fulfill certain hidden conditions.
The demo will also feature Hunger, Thirst, and Fatigue systems, as well as a whole bunch of various ways to interact with the environment that will require having certain skills and basic attributes, or simply the player’s being attentive enough. These will include repairing broken machines and objects, opening doors, searching for resources and supplies, force-opening locked containers, healing wounds and traumas, basic item crafting (mostly creating ammunition), hacking electronic systems, reprogramming bots and turrets, modifying weapons and armor, and, of course, fighting in the Close and Ranged Combat modes.