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KickStarter Mechajammer (formerly Copper Dreams) - cyberpunk RPG from Whalenought Studios

Sensuki

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Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
ushas said:
But for the clarity sake does it also mean that they shouldn't talk about CD combat having some common ground or selling it to RTwP players (they will not like it?), in the same time?

I don't think so, I think generally you would go "It's a TB game because XYZ" and then "but because N and P, RTwP fans will probably still enjoy it, particularly those who use autopause".

Furthermore, does it also imply that once I introduce actions to be uninterruptible (by the unit who declared them) into RT combat with autopause (for example in High Calibre), then in practice that combat will turn into TB system, because the important decision making aspect, which has been changed into turn-based form, will complete three reasons you mentioned and therefore the game becomes more compelling for TB crowd?

The input stream and structure of gameplay is still different though, so is the design - in RT games, units are designed to continue acting in real-time until the player changes their actions (generally, auto-attack).

On a side note. There is also this big players base which prefers (or thinks of TB) in the sequential manner (I-GO-YOU-GO, eg. chess). Beside the implementation point of view, from the player's perspective it feels differently (at least I usually plan turns differently). And fans of that often argue that they prefer to have total control over their own turns, including how their actions play out (which isn't fulfilled in RT nor in TB WE-GO systems - at least not in the execution phase, thus also not in case of CD combat). So just from this side of things, and I'm probably mistaken here, I can imagine turning the argument around a bit...

Sure, although this is the RPG genre. TB also has many different forms of declaration - Banner Saga, Expeditions and Wasteland 2 all have different methods of determining turn order.
 

Mustawd

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I think the main thing when it comes to marketing to any type of player, is that it is a simple and clear message of how this system works. I feel like I "kinda" know how this system works, but I'll be honest in that I really don't know if I get it 100% just yet.

When it comes to marketing, it's all about capturing your attention right away and making it easy to follow. So far the explanations of combat have been the opposite. To paraphrase a movie I long forgot, "explain this to me like I'm a 5 year old".
 

Sensuki

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That's correct, as I discussed with Whalenought in the video, a simpler term is needed, even if it's completely abstract, like ATB.
 

dukeofwhales

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Do we have knowledge of what action the enemy has selected while it's in the stack? The equivalent of shouting "oh shit" when you see someone pull out a frag grenade?
 

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That would be pointles because the wait time occurs after an action is completed and the next action selection occurs after the wait. Neither players or enemies can select anything during their wait time.
 

Mustawd

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Lord I'm confused. I'm not trolling. Can someone please break this shit down for me?? And I backed this game. Imagine what a random person is thinking...
 

ArchAngel

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I understand how this works, but it is not easy to explain without pictures or ingame tutorial.
Yea, random people are going to be even more confused.

Best way to explain it short is that this is Real Time with automatic Pause. You don't get to pause it when you want, but only when the game autopauses in certain situations (one of your characters got a chance to chose their action).
So in short the system is RTwaP

To fix the non combat actions sucking, they need to add waypoint system usable with Shift. So you can click to move and hold shift and click attack on enemy and your character will do both in the time given. How far you can move should be done like other games, green line shows you can have enough time to do another action except moving, yellow line means you will only get to move.
 

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Mustawd It's not that difficult. Just think of it on a per-character basis.

You wait for your turn. This takes a certain fixed amount of time.

Then you perform your selected action. This also takes a certain amount of time, depending on the action.

Then you wait for your turn again, and the cycle continues.

Everybody on the battlefield is doing this at the same time.
 

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To fix the non combat actions sucking, they need to add waypoint system usable with Shift.

That's not the issue.

Currently I think allowing the wait time to tick down while you're performing your current action is the way to go. Lots of actions have an execution time before impact, like say throwing a grenade, or performing an aimed shot. However there's nothing for a movement, so movement execution time could be skipped and just flow into the wait time.
 

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I think you're always going to find it more difficult to find a use for movement in a modern/futuristic RPG that's based on ranged combat with firearms. It's not just an issue with this system in particular.
 

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Sure, but under the current system, side-stepping a square is like a waste of a turn so if the gap can be bridged then I think the gameplay will be better.
 

ERYFKRAD

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I think you're always going to find it more difficult to find a use for movement in a modern/futuristic RPG that's based on ranged combat with firearms. It's not just an issue with this system in particular.
Eh?
If this were actual long ranged combat, with firefights having ranges in kilometres, that'd be a concern, but this is close to medium quarter combat in areas that are no open fields. Movement and alternatives to ranged combat are easily viable.
 

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I think you're always going to find it more difficult to find a use for movement in a modern/futuristic RPG that's based on ranged combat with firearms. It's not just an issue with this system in particular.
Eh?
If this were actual long ranged combat, with firefights having ranges in kilometres, that'd be a concern, but this is close to medium quarter combat in areas that are no open fields. Movement and alternatives to ranged combat are easily viable.

I'm not talking about the viability of a "melee build". I'm talking about the utility of moving when you're using ranged weapons.
 

ERYFKRAD

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Again, moving in and out of cover and range dude. That's good whatever weapons you're using.
 
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Can't you combine non-attack actions with attack ones? What's the point of a cyberpunk setting if you aren't running around firing a scoped pistol blindly while remote hacking turrents using your other hand.
 

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Again, moving in and out of cover and range dude. That's good whatever weapons you're using.

Yeah, but how good? How often is it worth sacrificing a turn where you could be shooting instead? Keep in mind that this is party-based combat, you're not just one guy who might lose the game if he gets hurt too badly.
 

Berekän

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Flanking, your cover gets destroyed, your pistol is not good enough at that range... Keeping your party in the open just pew pewing praying to hit and not get hit is never better than moving to a better position, even in nuXCOM if you're in high cover shooting against high cover it's better to move and flank because you're going to get fewer hits than the enemy.
 
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My hope is that this won't be the type of game with a freepass for reckless behaviour such as choosing to shoot being viable over "sacrificing" a turn.

Come to think of it, patience and sacrificing turns worked out well in JA2.
 

LESS T_T

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Codex 2014
The history and life of Whalenought: http://cliqist.com/2016/08/01/hannah-joe-williams-dive-cyberpunk-espionage-copper-dreams/

Hannah and Joe Williams Dive Into Cyberpunk Espionage With Copper Dreams

IMG_0278.jpg



Over the course of the last few months, I’ve had the pleasure of interviewing dozens of talented guys and gals with a vivid passion for the art of video game creation. Some of these game developers did not only share a common interest in all things pixelated—some even happened to share a surname. From Arcadian Atlas’ Taylor and Becca Bair to my most recent profile on father and son duo Richard and Lucas Hill-Whittall, I’ve been so lucky to share with ya’ll the stories of the devs behind so many successful Kickstarter campaigns, and so many awesome freaking games.

My editor loves these stories as well—or so he tells me. So after covering last month’s campaign for CRPG Copper Dreams, I reached out to its two creators, Hannah and Joe Williams, to talk about games, love, life and all that crazy fun stuff.

Hannah met Joe by chance, at a barbeque he was hosting, as the plus one of an acquaintance of Joe’s from high school. She arrived expecting “free food” and “cheap beer”, and left having scored “a stack of ribs” and a date. She was working at a marketing company at the time, while Joe was working at a casino games company in order to sustain his video game development hobby.

Joe tells me that the casino gig paid more but the games he was creating “after (and during) work” kept him from “going insane.” Like many other indie game developers, he never planned to land a gig at a big games studio. Instead, he wanted to bring the many artistic ideas bubbling in his head to life, but never saw it as financially plausible.


Hannah captioned this “Kickstarter Celebration”! (My exclamation mark)

Soon after they met, Joe would head over to Hannah’s on Friday nights and stay for the weekend, the two of them playing video games together. Hannah was a writer, and she gradually began making use of her skills in Joe’s video games. Soon after that, they realized that making games together was something they could be doing full-time. With “some savings and ideas,” the two promptly quit their jobs, got hitched, went on a honeymoon, and started around the clock game development. Joe tells me that he still doesn’t know “if any of our family quite understands the ins and outs of a life like that, but we love it.”

Dubbing themselves Whalenought Studios, they launched their first game—CRPG Serpent of the Staglands—on Kickstarter. The campaign was a success, and the pair raised over $28,000 with roughly 1000 backers. The game’s launch was also a success—it was rated 4.4/5 by GOG and was reviewed mostly positively on Steam, where you can still pick it up for $19.99 USD.

Shortly after the game’s release, they began putting together the campaign for Copper Dreams, another isometric CRPG. If you kept track of the game’s coverage through Cliqist, you’ll know by now that the campaign was another success, and that Hannah and Joe managed to crowdfund a solid $43,000. Joe tells me, unsurprisingly enough, “We’ve had so many kind comments from people who enjoyed Serpent that returned for Copper Dreams,” adding that they’ve got “so many more excited about the prospect of some digital pen and paper roleplaying,” a novel feature they’ve incorporated into their latest project.

We don’t get a lot of in-depth campaign trail coverage after the fact, but that didn’t stop me from reaching out to Hannah to talk about—well, the campaign—and what it was like to be on the inside looking outwards. She described it as “a rollercoaster of emotions.” Before the campaign launched on Kickstarter, she and Joe did their fair share of preparation, spending two months to get the game “in shape to be seen.” When the Kickstarter booted up, it was “fantastic” at first, especially considering the fact that the alpha was even on the campaign site—“a success in and of itself.” After the initial surge in funding, they were sitting at roughly 50%, and Hannah knew then that the other $20K would come down to their “marketing prowess.”



Unfortunately, Hannah described the latter as “quite bad,” attributing it to a lack of social media savvy. She described it to me rather aptly as an art “of posting the right things at the right times, and saying something amusing or clever or interesting with apparent effortlessness.” And so the middle of the campaign was pretty tough on the two of them, as they were both well outside their comfort zones for an extended period of time.

But they managed to push through what Hannah described as “an eternal stretch of time, where you’re both anxious for it to end because the suspense is awful, but also anxious for it to slow down so you have time to reach your goal.” They kept on tweeting about their game, doing shout outs, reaching out to press folk, etc. and in the end was “very draining,” but “completely worth it.” She added that even with the “hard moments there were really wonderful comments, support, and feedback from backers that makes you so happy that you’re opening your game up to the community.”

Joe and Hannah also discussed with me what it was like sharing a roof, love, dreams and games. Hannah tells me their “personalities are very similar,” with both of them being on the quiet and introspective side. In the game development process, this translates to a productive work environment; they rarely clash, although Hannah adds that they “do occasionally have some opinionated design discussions.” Joe says that since they’ve lived together for so long, in “submarine-sized studio apartments,” that they know what they’re capable of, individually and as a team. Sometimes they don’t see eye to eye, but that’s OK because they “disagree in constructive ways,” and changes come about quickly.

By virtue of living together, they “talk about [their] games all the time”; which Hannah describes as a “very immersive lifestyle, which is sometimes not very healthy for us but great for making a video game, especially when you’re on a tight deadline.” Joe also tells me there are definitely limits to their art and programming skills, as they both come from 3D backgrounds anCopper Dreamsobviously being in 2D. The passion has to come from within, as there’s no one around to push them but themselves.



I asked Hannah whether their marriage had anything to do with the success of their game, and at first Hannah told me she didn’t think it did, although it definitely helped “[keep] their expenses low.” As a result, they’re able to “make games for a lot less than other studios,” as they do everything themselves with the exception of music and voice acting. And so she did eventually come around to the conclusion that “in a roundabout way, that makes it a lot easier to be successful!”

With another Kickstarter campaign done and dusted, it’s time for the two of them to hunker down and deliver another fabulous CRPG to their loyal fan base. Joe tells me it’s a “wonderful feeling,” to have “found a fantastic crowd of folks who believe in the vision they read on the page,” and “when they believe in it, we know we’re on the right track.” A few “lifestyle changes” are in order for the studio to optimize productivity, and they’ll continue to work hard throughout the year on engine development and game mechanics.

They’ll also be releasing “A Banquet for Fools” later this year, the expansion to their first game, Serpents in the Staglands. That and they’re excited to get the Copper Dreams alpha out to backers in due time. Hannah tells me “it’s wonderful to make our goal and have the funds to expand Copper Dreams to be as big and glorious as we hoped,” with Joe echoing her sentiments—“it’s a dream being able to bring some joy and entertainment to these people the best we can.”
 

Merlkir

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Wat. "as they both come from 3D backgrounds anCopper Dreamsobviously being in 2D."

Joe's tweed jacket though!
:codexisforindividualswithgenderidentityissues:
 

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