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KickStarter Monomyth - A first person action RPG/dungeon crawler

Discussion in 'General RPG Discussion' started by RatTower, May 7, 2017.

  1. FreshCorpse Arbiter Patron

    FreshCorpse
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    Strap Yourselves In
    Ok, I just played some hours of the demo. I have gotten as far as the East Wing key, not sure how far that is but I would guess perhaps halfway through.

    I played v1.01.

    I ran into a bit of flicker and one faintly annoying bug, which was that when the light spell wore off the little stars effect never stopped. Oh and I had some mild jank around ladders but nothing problematic.

    I'm glad I read the hint about the white rat because I was ready to muller that little guy when I saw him. His room is dimly lit and he looks a lot like a normal rat. In general it was confusing to me that some rats were much tougher than others so you had some mobs who I could take easily and others who would kill me - both with the same appearance.

    I picked a magicy char but found it really hard to attune spells - couldn't figure out the UI. Once I did get my chosen spell attuned (magic missile) I could not figure out how to switch between that and the thing in my other spell slot. Looks like you added a list of controls to a newer build.

    I have played (but not completed) most of Arx Fatalis, finished Deus Ex several times, Thief and some other souls like games but I think nothing else on your influences like Ultima Underworld or Kings Field. For me, it was a phenomenal demo. 10/10. I was completely drawn in.

    Managed to bake too:

    [​IMG]

    Backed you at a decent tier. Godspeed.
     
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  2. conan_edw Savant Patron

    conan_edw
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    Grab the Codex by the pussy Pathfinder: Kingmaker
    Funded!


     
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  3. Infinitron I post news Patron

    Infinitron
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    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


    https://www.kickstarter.com/projects/836367155/monomyth/posts/3259912

    https://www.kickstarter.com/projects/836367155/monomyth/posts/3260200

    OK, now we can do a fundraiser. :M Looks like it's already hit the first stretch goal too.
     
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  4. JDR13 Magister

    JDR13
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    :yeah:
     
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  5. Gerrard Arcane

    Gerrard
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    Apparently KS doesn't want my money, they keep trying to charge me 0,00€ and it fails.
     
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  6. Abu Antar Prestigious Gentleman Tweet, tweet Patron

    Abu Antar
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    Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
    There's a codex fundraiser, if you care.
     
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  7. RatTower Arcane Developer

    RatTower
    Joined:
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    Good morning codex,

    Thank you all for your support!

    Since the game is now over 100% funded I can properly plan out the rest of the development.
    I'll try to be very conservative with the design for the moment. The goal is to have a basic core game around the end of the year.
    Given the current design that should be manageable and even if it turns out trickier, it leaves me with enough time to optimize the scope.

    I think that is a good way to go about it because it guarantees that there will be a full, functional dungeon-crawler at the core of this project very soon.
    Even if the environments may still miss detail passes and some character assets are still place-holders - that's okay. That can be fixed easily in the following months then.
    The focus is on providing something that can be played from beginning to end.

    All that additional fun stuff like further utility items and immersive microfeatures and new areas and whatnot - all that stuff can be stacked on top of that foundation very nicely.
    In fact, that's exactly how the demo level was created.

    I will not let that funding raise my enthusiasm to a point where it would result in feature creep. In fact, I will target the exact opposite and secure it quite radically.

    Once the campaign is over, I will take a part of the money and spend it as wisely and conservatively as possible on a basic, well-defined set of core elements that can be compiled into a full dungeon-crawling experience using the established assets, workflows, systems, and tools.
    That is why, until this "MVP" is done, there will be an absolute ban on ANY feature scripting (unless of course, it concerns fixes of existing features, part of which you have already seen in the demo).

    Afterward, I will add on top of that. Like a cherry on top of a pie. The focus is now on the pie. Or even the pie crust.
    I have seen projects, both in game development and academia, that would not abide by such strict planning right away and they would pay dearly for it.
    It will be my primary goal to avoid this.

    I'll go through your feedback in more detail in the coming days.

    best wishes!
     
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  8. 4249 I stalk the night Patron

    4249
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    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 Divinity: Original Sin 2
    Do these introduce microissues?
     
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  9. RatTower Arcane Developer

    RatTower
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    Oh, dear... I have never thought about it that way...
    Fixes coming next Friday!

    :shredder:
     
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  10. Harthwain Cipher

    Harthwain
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    With that kind of mindset Monomyth is going to be a solid game. I wanted to ask if the developer is German, but checked the Kickstarter and saw he's Austrian. That's close enough for me. Keep up the good work.
     
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  11. asspiss Educated

    asspiss
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    :)


    Has an annoying af delay lawl
     
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  12. agris Arcane Patron

    agris
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    This is what you get when someone who has been through a rigorous education takes game development seriously, not a humanities or literature major who likes to pew pew on their downtime from spending $100,000 of their parents money on a vanity degree.
     
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  13. HoboForEternity sunset tequila Patron

    HoboForEternity
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    RatTower i am interested in the ratio of demo downloader vs backer. How much do you think the demo turn curious people into backer? I will back through the codex hedge fund thing later in august.
     
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  14. ThewDev Literate

    ThewDev
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    Sounds like a great plan. The game is already very solid for an alpha.

    I'm curious about the environmental scope. The kickstarter mentions that the world is made up of 5 "zones." Are these zones planned to be roughly the size of the alpha area? Larger? I think it's really great when game worlds are densely packed with content and not empty Skyrim tundra. The demo did this very well.
     
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  15. V_K Arcane

    V_K
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    This has more to do with doing a doctorate per se than the discipline. Anyone with a PhD has learned how to do project management, and usually the hard way.
     
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  16. Wulfric Pinewood Arbiter Possibly Retarded The Real Fanboy

    Wulfric Pinewood
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    Please shoot this beauty on Steam EA.
     
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  17. Siveon Bot

    Siveon
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    Shadorwun: Hong Kong
    I wanted to back to create a new weapon, are two handers confirmed? I was thinking of adding in a greatsword.

    Can't have too many greatswords.
     
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  18. Gargaune Cipher

    Gargaune
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    I see both "Monomyth" and "Monomyth Demo" showing up in the Steam store, but the latter just redirects to the former right now. Am I missing a download button on the page, or is it just a case of the demo still being prepped up on Steam?
     
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  19. JDR13 Magister

    JDR13
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    Just get the demo from the Kickstarter page.
     
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  20. JDR13 Magister

    JDR13
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    Question: What's the 'Atone for your sins' option at the shrines for? It didn't do anything when I tried to select it.
     
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  21. Gargaune Cipher

    Gargaune
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    Was just curious. I've still gotta finish Thief 2 this weekend, so I expect to check out the demo in the next few days.
     
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  22. ThewDev Literate

    ThewDev
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    My understanding is that it's kind of like a reputation reset. If you accidentally damage a non-hostile NPC, they will attack you, but if you atone they will return to being neutral. I only found one friendly NPC in the demo though, so I imagine it will be much more significant in the full release.
     
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  23. RatTower Arcane Developer

    RatTower
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    That's a good question. On itch.io the demo has around 1000 downloads and a bit more than twice the page views. On IndieDB (where the demo was released yesterday) the demo was downloaded roughly a hundred times.
    What's really interesting though is the conversion rate of Kickstarter project followers, which is currently sitting at 28%.
    That is actually quite a lot. From what I heard the average conversion rate is around 10%.

    The zone right behind the gate is slightly larger than the demo.
    All zones roughly conform to the level design principles of Ultima Underworld, which means four thematically different quarters forming a map, with a "hallway" connecting them.
    In the demo, this isn't as noticeable because the "hallway" is less obvious (since it's the beginning of the game and supposed to be a more linear introduction to the features), but the quarters are there:
    Lower Bastion, Upper Bastion, Trading Post (including the cliffs and the bridge) as well as the caves.
    The connecting elements are the valley, the tower, and the elevator. Given the right skill, you can basically go to any quarter right in the beginning.

    There is a (very rough) animation set for great swords but it is currently unused. This would be one of those things that could be re-activated once the core game is done. I kinda regret not doing a "Combat Update" stretch goal with crossbows and polearms.



    That's because you caught the demo in the limbo between being approved and being released :D
    I'll release it later with a KS update.

    If you attack a neutral character (Shylo) you can atone for your sins and they'll forgive you.
     
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  24. asspiss Educated

    asspiss
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    Any plans to add anymore instruments? A pipe organ or some shit would be so dope!
     
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  25. Darth Slaughter Arcane Patron

    Darth Slaughter
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    Divinity: Original Sin
    Finish the demo in one sitting, I got a lot of dark souls vibes, more than an ultima underworld, which I was actually expecting. I never played King's field, but from videos I've seen, the combat seems to look a lot like those games. I missed some secret areas, and I must say I tried to find everything. I couldn't get to the room next to the fireball trap, the ice-shielded door up the tower, the forcefield cave, and one room next the barracks behind a poticulis and metal door.

    There's one thing I don't know how it will work: In dark souls, when you die or save, enemies respawn. Here we have a similar save system, but the enemies do not respawn. If you manage to not recover your memories, how can you get back the experience points lost if there's no enemies to fight? I guess it's still a wip situation.

    Level design is great. The demo is a small section but with lots of alternative routes, and unlockable shortcuts. It feels very complete and it's visually pleasing. I feel the geometry is a little simple, like it would work in a grid-based blob, reminds me a lot of legends of grimrock.

    Combat gameplay and interaction with NPCs is the main flaw of the demo. Stealth is not really implemented, AI is very rudimentary. The zombies won't attack you if you are in defense stance - with a minimum stamina, if it's zero they won't forgive - which you can abuse to recover stamina. if you release right mouse button, and press it again, you open you guard for a split second and the zombie attacks, but you still have a long window to deflect and attack.

    Also, using Items like lockpick, barrel bombs are somewhat unintuitive. It may require some work.

    Walk speed is a little slow, and you can run even with 0 stamina, which was a blessing, since the level is big and wandering around takes time. and you have to backtrack a lot.
     
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