Official RPG Codex Discord Server

  1. Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.
    Dismiss Notice

Interview Matt Chat 284: Interview with Whalenought Studios

Discussion in 'News & Content Feedback' started by Infinitron, Mar 29, 2015.

  1. Infinitron I post news Patron

    Infinitron
    Joined:
    Jan 28, 2011
    Messages:
    87,690
    RPG Wokedex 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: Kingmaker
    Tags: Matt Barton; Serpent in the Staglands; Whalenought Studios

    The latest guests on Matt Barton's show are Joe & Hannah Williams of Whalenought Studios, developers of upcoming indie darling Serpent in the Staglands. After a little bit of goofing off, the interview takes off nicely, with questions about the game's incorporation of adventure game elements, its Transylvanian Bronze Age-themed setting, its lack of handholding, its inspiration from Darklands, its graphical style, its combat system and more.


    Man, these two really have it together. Nice job on adding rats to the game in anticipation of the interview. :)
     
    • Brofist Brofist x 22
    ^ Top  
  2. dukeofwhales Arbiter

    dukeofwhales
    Joined:
    Nov 13, 2013
    Messages:
    423
    I am very impressed by Joe and Hannah's colour-sorted book/game shelf.
     
    • Brofist Brofist x 11
    ^ Top  
  3. Kalin Dumbfuck! Dumbfuck Zionist Agent

    Kalin
    Joined:
    Sep 29, 2010
    Messages:
    1,868,228
    Location:
    Al Scandiya
    Nicely done Matt J_C, great interview and good job on the snazzificaishun! (Also nice to see ya more relaxed, sampled some ale early this time? :lol:)

    Also, the game looks awesome! Will definitely buy it, and this cheap goy hasn't spent a single yehudimzahav on games since the AoD campaign.
     
    • Brofist Brofist x 1
    ^ Top  
  4. Amasius Augur

    Amasius
    Joined:
    Sep 24, 2006
    Messages:
    959
    Location:
    Thanatos
    This was the best interview I've seen by Matt yet - he's not only well prepared, but also relaxed and funny. Those two made it easy for him, lovely couple and a really promising game. I love all I've seen so far and I'm grateful that finally someone picks up on Darklands legacy. About fucking time.
     
    ^ Top  
  5. roshan Arcane

    roshan
    Joined:
    Apr 7, 2004
    Messages:
    2,310
    Fantastic! Love the story details and... Prebuffing! No micro for fighters! This is turning out to be pretty much the anti-poe.
     
    ^ Top  
  6. MicoSelva Prestigious Gentleman Don't call Abigail Patron

    MicoSelva
    Joined:
    Sep 10, 2010
    Messages:
    7,304
    Location:
    Forbidden Land
    Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Divinity: Original Sin 2 Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Kingmaker
    Pretty cool interview so far - they make a great couple and Matt seems to be more relaxed than usually. Looking forward to the other parts.
     
    ^ Top  
  7. Infinitron I post news Patron

    Infinitron
    Joined:
    Jan 28, 2011
    Messages:
    87,690
    RPG Wokedex 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: Kingmaker
    tuluse, tell roshan about Staglands' approach to kiting
     
    ^ Top  
  8. roshan Arcane

    roshan
    Joined:
    Apr 7, 2004
    Messages:
    2,310

    Uh oh. Sounds like I'm in for bad news..... Engagement???
     
    ^ Top  
  9. GlutenBurger Cipher

    GlutenBurger
    Joined:
    May 8, 2010
    Messages:
    644
    Wow, they really do make a sickeningly adorable couple.

    I didn't have the stomach to watch the entire interview, but from what I've seen the game continues to live up to my cautiously optimistic expectations.
     
    ^ Top  
  10. tuluse Prestigious Gentleman Arcane

    tuluse
    Joined:
    Jul 20, 2008
    Messages:
    11,400
    Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
    Quoting myself:

    After further play I've found you can tank more as you level up though.
     
    • Brofist Brofist x 1
    ^ Top  
  11. roshan Arcane

    roshan
    Joined:
    Apr 7, 2004
    Messages:
    2,310
    Huh? That really doesn't sound bad at all. I like the idea of every battle being challenging, as long as it doesn't get repetitive of course.

    What I meant about not liking micro for fighters is that I'm not a big fan of fighters having lots of per encounter or per rest special combat abilities in an RTWP game where there are wizards and priests, because micromanaging every character's abilities can be a pain. Not all classes in a class based system need to have abilities, that's the point of a class based system. You use your fighter and your mage for a different purpose, because overall you are playing the whole party itself, not playing each individual character separately.

    And the next thing is that fact such design is in fact really silly and impractical. You can see this in POE POTD mode, right now I no longer use Eder's knockdown. I just use him as a decoy to engage enemies before fireballing them (and Eder too) to death with my casters. The ability to knockdown one opponent when your enemies regularly come in hordes of 10 or so creatures is just silly and pointless. Only AOE from casters now has any relevance in combat.

    Whalenought was also mentioning RNG keeps combat dangerous, and I'm actually a big fan of RNG. You can prepare for and estimate RNG, it's just part of the challenge, a systemic challenge. What I hate though is randomness ala Pillars of Eternity where the outcome of combat depends on how the melee clusterfuck randomly arranges itself due to shitty pathfinding, engagement, running, where you cannot even predict whether orders you issued will be carried out or not due to the general buggyness of the game, and where your characters will stupidly run after and attack enemies you never ordered them to attack in the first place, breaking formation, or where they will randomly run around the entire melee clusterfuck when the enemy you ordered them to attack was right beside them in the first place.
     
    ^ Top  
  12. Curious_Tongue Larpfest Patron

    Curious_Tongue
    Joined:
    Mar 2, 2012
    Messages:
    10,601
    Location:
    Australia
    Codex 2012 Codex 2013 Serpent in the Staglands Codex USB, 2014
    Does anyone else think that the woman is Dawn?
     
    ^ Top  
  13. Infinitron I post news Patron

    Infinitron
    Joined:
    Jan 28, 2011
    Messages:
    87,690
    RPG Wokedex 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: Kingmaker
    Well, micro-managing movement (constant kiting) requires a lot more effort than micro-managing abilities (which just requires you to click on somebody who's already next to you), and PoE has a lot less of the former.

    Use the right terms. +M
     
    Last edited: Apr 2, 2015
    ^ Top  
  14. Kalin Dumbfuck! Dumbfuck Zionist Agent

    Kalin
    Joined:
    Sep 29, 2010
    Messages:
    1,868,228
    Location:
    Al Scandiya
    Micro-manage this!

    Oh, wait...
     
    • Brofist Brofist x 1
    ^ Top  
  15. Makabb Arcane Shitposter Bethestard

    Makabb
    Joined:
    Sep 19, 2014
    Messages:
    11,753
    Matt JC is a troll, i swear :lol:
     
    ^ Top  
  16. Whalenought_Joe Whalenought Studios Developer

    Whalenought_Joe
    Joined:
    Apr 11, 2014
    Messages:
    210
    Location:
    Nosgoth
    Unless the player is just starting out or massively underpowered, most fights will be a bit slow paced. If you’re in a pickle you can certainly put on that sundress and kite as needed. Attack speed doesn’t reinitialize until a different action is performed though, so once they/you catch up the attack is usually instantaneous. AI just rolls to change targets if hit.

    POE’s addition of positioning/opportunity attacks to the realtime genre looks really neat! We’re excited to try it out when we get time off. Since we didn’t use a grid/turns for this game we had a devil of a time working with the pathfinding to account for large number encounters.

    In the end our approach to pathfinding wasn’t very novel — we emulated what worked well in games with micro-grids like what early RTS had. Moving units pass through each other, and when stopped they collide and do distance checks. Figured if it worked for a dog-pile of 100 SCV units moving around in the same 20 pixel space, it could work for us.

    They were originally going to be owls! Our [will] check failed against Matt’s [diplomacy].
     
    • Brofist Brofist x 2
    ^ Top  
  17. ~*´¨¯¨`*·~-.¸-AIN'T Arcane Patron

    ~*´¨¯¨`*·~-.¸-AIN'T
    Joined:
    Jul 21, 2009
    Messages:
    2,567
    Location:
    Once and Future Wasteland
    Serpent in the Staglands Pathfinder: Kingmaker
    Funny. After playing PoE, I'm looking forward to Serpent in the Staglands even more, specifically because it lacks this mechanic.
     
    • Brofist Brofist x 1
    ^ Top  
  18. roshan Arcane

    roshan
    Joined:
    Apr 7, 2004
    Messages:
    2,310
    Well, I hope you end up hating it as much as many others do, I would be seriously worried about future Whalenought games if you end up liking the PoE engagement system... It doesn't actually lead to any sort of positioning whatsover. Characters will randomly assemble into an indiscernible cluster at the start of combat, and remain lumped up in that same cluster bashing at each other till the very end of combat unless one of your character's pathfinding epically fails, in which case that character is basically dead.

    I feel this is one of the serious flaws of PoE compared to the IE games. If I recall correctly, in the IE games, an enemy could never pass through another enemy's circle. This meant that for you as a player, unit movement speeds and patterns were ultimately predictable, which allowed you to make tactical decisions in combat. In PoE that is really not the case, when you fight a horde of monsters, the one closest to you that you subjected to a ranged volley may very well end up being the furthest enemy from your front line once the enemies have all run over. It's very frustrating to play with a system where the movement of enemies ends up being very random since your decision making ability becomes impaired. Basically you can scout out a group of enemies, check their positioning, but ultimately you are collecting useless information. In IE games knowing the positioning of a group of enemies was important information, relevant to the resulting battle. Please don't violate the circle.
     
    ^ Top  

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.