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Of Ash and Steel - third-person open-world RPG

cyan

Literate
Joined
Jul 19, 2023
Messages
12




Someone posted this on reddit, looks pretty good.



We are big fans of the Gothic series and its approach to gameplay and the world. A world that lives its own life and does not tell the player what to do at every step. That is why there are no markers and "GPS" in the Grayshaft - you will have to navigate the world independently and with the help of a simple "paper" map.

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Moreover, we really want to bring back the spirit of pioneering and exploring the world, where there can be something interesting under every stone or behind a high rock: from a new sword, to a whole line of quests or... death. The player's curiosity should always be rewarded.

This is also facilitated by new quest mechanics: some do not even appear in the task log to complete them - you need to carefully monitor both what the characters say and the world around you.

In addition to the standard RPG mechanics: deep leveling, loot collection, etc., we have placed great emphasis on the player's sense of growth. Each new sword is a pleasant event, a new recipe is a great help in the dangerous world of the Grayshaft.

The plot of the game takes place on the island of Grayshaft, which is mired in internal strife, banditry and corruption. You will need all your knowledge to put the world on the island in order and face a threat that has never been seen before for the whole world.
 
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Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
14,194
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Looks pretty cool, actually. Not sure it will ever come out, though.


 

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
6,695
I'm all for a new Gothic clone. Gay name, but whatever. Any ETA on when they plan to release?
 

Üstad

Arcane
Joined
Aug 27, 2019
Messages
8,624
Location
Türkiye
Will combat be good or will it be one of those braindead dodge-dodge-attack ones without any depth and strategy?
 

Adolf Shitler

Novice
Joined
Aug 2, 2019
Messages
9
Impressive project! They must have considerable manpower.


Hello, Greyshaft!

The last two months were very hot in terms of work done, we will tell you about everything in detail as we said in the detailed diary, and now we will gallop. To not be boring - uploaded a lot of screenshots to the album - have a chance to see!

Of the big things:

We have finished the skeleton of all locations in the game. And have already started to fill them with life. All those details that make the world alive even in static. It was a monstrously big job and probably the most visually tangible - when you see your world come alive with natural colors.

We've completed motion capture for the combat system, we'll be sure to show the recording process in the diaries, and in the comments we'll hide a link to a clip from the test recording we did for ourselves.

Capturing movements is an incredibly interesting process and just as physically exhausting. Our team included both professional fencer and permanent scriptwriter and narrator Sasha Pylin and Nark Doir, who became a reliable support during the whole day of recording.

Our team of artists and 3d-modelers have worked on a gigantic amount of assets: at the current stage we have more than 60 one-handed weapons alone. From classic swords, daggers, axes and knives to more... extravagant.

We'll show one in the comments - try to guess what it is!

Work on clothing continues, with more than 14 sets of modular clothing (each of which can be deeply customized to create a huge number of variations) and more than 15 pieces of hats already completed. Fashionistas and fashionistas are sure to have plenty of room to spread out, and the people of Grayshaft will get their individuality.

Our composer has already written more than 40 compositions for every type of location and time of day. Together with him we have prepared a dynamic battle theme that changes depending on the threat level and the number of enemies. Epic ballads will no longer play when you are level 50 and decide to attack a hobo in a tavern - the melody always corresponds to the threat level.

The sound artist has reworked over a thousand sound samples, giving Grayshaft its own, recognizable style.

Together with our animator and character designer, we gave life to many different creatures - each with their own character and habits. We tried to make the battle with each monster unique and now thanks to the experience of both specialists: we really succeeded. We can't wait to show you the result.

Among other things, we have worked on a gigantic amount of game mechanics from crafting, to immersion systems. Every interaction with the world is now responsive. If the hero is cooking a meal over a campfire, it means you need to grab some sticks, stick some meat on there, and roast it. There are no gameplay mechanics involved, but it's extremely important for immersion. We've given feedback to everything the player interacts with, both in the form of additional animations and sounds.

The social module has received a few more updates. NPCs now react to events in the world and to unusual actions of the player. For example, if you decide to go into sneaking mode in the middle of the city, some grandpa will definitely offer you to anoint your back with bear *avnom since the hero's back is seized. And in battle, NPCs react to different actions of the hero and the states of their partners. More life!

And of course - the heart of any RPG is quests and story. We have done a gigantic work on the creation of images and characters and together with our programmer and scriptwriters - introduced a large number of quests into the world. The scope of the scenario, which seemed impossible at the time, is being realized right in front of our eyes.

Of course, we have missed or left a lot of things for the diaries. By the way, we plan to prepare them until about the middle of September.

If you haven't seen the screenshots yet - go there and then in the comments. There, in addition to the hidden link to the video, we will discuss a little bit for an unusual sample of weapons
 

tritosine2k

Erudite
Joined
Dec 29, 2010
Messages
1,705
Shadow casting tree leaves in first 5 sec ... Again this will be some muh ultra-fail dynamic lighting with crawling shadows that don't extend anywhere into distance and I don't even know how you can make locations when it's so unreal- at least ones that supposed to be enveloping as you approach. They just throw it together I guess.
 

Shaki

Arbiter
Joined
Dec 22, 2018
Messages
1,710
Location
Hyperborea
With this name, I was expecting it to be connected to Black Geyser
 

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