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

Whalenought_Joe

Whalenought Studios
Developer
Joined
Apr 11, 2014
Messages
215
Location
Nosgoth
So it's sort of an isometric action-RPG now, except with a periodic pause for the asynchronous turns? This game is getting weirder and weirder.

The turn based system hasn't changed, players can just do more in them now. We've described the system being fairly similar to Grandia.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,655
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
Is the camera still centered on player's character?
It might cause some frustration if enemies line of sight and weapon range is such that they could target PC beyond the edge of the screen.
 

Whalenought_Joe

Whalenought Studios
Developer
Joined
Apr 11, 2014
Messages
215
Location
Nosgoth
Is the camera still centered on player's character?
It might cause some frustration if enemies line of sight and weapon range is such that they could target PC beyond the edge of the screen.

Making the camera easy to use was a goal for the 3d maps, so we've designed around that. That example currently isn't possible — there is a defined max range for enemy targeting that is defined by the 3d line of sight size (that Nox-like fog of war area) that's based off the maximum camera distance from the character, so if they can see a character the player can potentially see them too. Players can have smaller line of sights if they have head wounds or start the game with a poor vision Disadvantage but can still hear targets outside of it (unless they have a deaf Disadvantage or damage to ears).

It's obviously a gamey way of simulating vision, but it works with a ruleset and makes for a simple camera experience. We have a new camera rotation to help with examining the environment as well (and target anywhere), it gives the player manual control to drag the camera around a ~hemisphere of orientation around a selected character to check things out, it's really simple to use and lets them see anything around them. We'll detail that in the update.
 

grimace

Arcane
Joined
Jan 17, 2015
Messages
2,084
To allow players to roleplay an adolescent Snake Plissken you can be anywhere from a 14 year old up to a 70 year old with stat limitations and background points to distribute according to age, so that's fun.

I feel the excitement of 14 year old me reading about Copper Dreams.

also finally have a universal ruleset more fleshed out that works for anything from sci-fi to bronze-age Vol

Smart planning to have a ruleset in place for Copper Dreams 2.

Gonna make that Vol a cybernetic rat?
 

The Fish

Arcane
Joined
Feb 25, 2014
Messages
1,216
On the comment section of their kickstarter page.

Whalenought Studios said:
@ Nicholas-Paul: We're testing on a real low-end laptop as our target system, so anything modern should be overkill! Excited to get the alpha going and get in your hands.

@ Resonant Drifter: Hey! Hope Minnesota is well, I heard you guys got a bit more snow. In our Kickstarter page I think somewhere we mentioned we haven’t projected a release date, though like Dave said we plan on starting to release public builds this summer, we've definitely said that and plan to as soon as we can now. We just needed to plug something into Kickstarter so we alluded to those first public builds. We don't have a solid date planned, but it will likely be early next year.

We'll talk about the status in the update as well as all the improvements/design upgrades that have made gameplay much more thorough and enjoyable. Focusing on systematic player agency instead of a predetermined CYOA narrative requires a lot more upfront work early on instead of continuous work later, but we nearly have all we need designed and developed for the alpha, and we’re really close to having it polished up and ready to show off!
 

Whalenought_Joe

Whalenought Studios
Developer
Joined
Apr 11, 2014
Messages
215
Location
Nosgoth
update when!?

Monday! Finishing some gameplay visuals this weekend for a preview of the new combat features and roll-under ruleset. Also changing the subtitle to be more appropriate with all the final themes and gameplay: A Cyberpunk Horror Roleplaying Campaign.

CopperDreams_Cyberpunk_Horror_Roleplaying.png
 

Whalenought_Joe

Whalenought Studios
Developer
Joined
Apr 11, 2014
Messages
215
Location
Nosgoth

Whalenought_Joe

Whalenought Studios
Developer
Joined
Apr 11, 2014
Messages
215
Location
Nosgoth
Tall, with freakishly large hands and a machine pistol? LAAAnaaaa!

Needs the sweater dress.

We actually had quite a bit of problems with the original humanoid — the exaggerated leg length made crawling/jumping/climbing animations really awkward. Characters are a quite a bit more squat now to accomodate movement. Still have the mammoth hands, but now include fingers!
 

grimace

Arcane
Joined
Jan 17, 2015
Messages
2,084
We actually had quite a bit of problems with the original humanoid — the exaggerated leg length made crawling/jumping/climbing animations really awkward. Characters are a quite a bit more squat now to accomodate movement. Still have the mammoth hands, but now include fingers!

I'm looking forward to the custom backer portraits. Will the hand size be customized too?
 

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