taxalot
I'm a spicy fellow.
The previous iteration is the game that made me think : "Sometimes, indie games do not suck." for the very first time.
Looking forward to this.
Looking forward to this.
If you get there too late, a town might get destroyed unless you intervene. Content constantly opens and closes depending on the in-game time and if you miss something, it's gone for good.
Well, I'm pleased RPG Codex hasn't lynched me for making an ARPG yet. Hope I'm not speaking too soon.
Haha, there are exceptions, but I'd say the ability to control more than one guy in an RPG adds way, way more complexity and strategy. I mean, it's probably the #1 requested feature for Age of Decadence. We're still working on the systems, everything is still very early, but I think what we've got is very solid!
We're being extremely careful. We've talked to lawyers and everything and so far we've been given the clear. We're going to continue to be really careful, but like Pope Amole II said, this is an entirely different game and the original Barkley was actually made under a completely different company, or rather, Tales of Game's didn't exist as a federally recognized business entity at that time and also wasn't afforded the same legal rights we have now.
I think of all the things we're doing with this game, this is what I'm most excited about. This isn't just an occasional feature, this is something the entire game is built around. The big idea behind Barkley is that everyone's game is different and everyone has different experiences - we want there to be things that only the tiny handful of people who were in the right place at the right time see and this is the backbone behind it. It means a lot more work but it's something few games have seriously explored and I think it's worth it.If you get there too late, a town might get destroyed unless you intervene. Content constantly opens and closes depending on the in-game time and if you miss something, it's gone for good.
Haha welllllllllllllll...That's more comforting, then.
I was about to say, maybe there should be a lawyer stretch goal...
I must say I never knew all this time that it was a game designed by a Codexer, though it doesn't surprise me because in spite of the sheer craziness of the game, there still lied elements suggesting that the author knew a thing or two about game design.
I think there was also a Wu Tang Clan roguelike project that never went anywhere, right?
I'll surely pledge for this, but the other thing I wonder is about the meta elements, which I'm usually not fond of. The first game was basically one bit meta joke from beginning to end, will this aspect be reduced in the sequel, or at least be more subtle?
I think of all the things we're doing with this game, this is what I'm most excited about. This isn't just an occasional feature, this is something the entire game is built around. The big idea behind Barkley is that everyone's game is different and everyone has different experiences - we want there to be things that only the tiny handful of people who were in the right place at the right time see and this is the backbone behind it. It means a lot more work but it's something few games have seriously explored and I think it's worth it.
The timed event system sounds similiar to the ER/BR systems in Romancing SaGa: Minstrel Song and The Last Remnant.
He would say Guy-den and I opted for Gay-den, though they probably mean much the same anyhow.
Your friend is right. There's actually a video of Itagaki (or at least someone prominent on the Xbox NG team) telling people to stop being idiots somewhere.
Yes, these are the two games we're looking at as models for this. We're doing it pretty differently, but the base idea of how we're doing it (by linking the passing of time to something other than actual time) came from these games. I don't think you can overstate the influence these two games have had on Barkley 2!The timed event system sounds similiar to the ER/BR systems in Romancing SaGa: Minstrel Song and The Last Remnant. If you can execute them in a way like those games, then you'll be doing something great. At least as long as it's not in your best interest to skip regular fights as often as possible to do as many quests as possible like in both for better stats/jewels/rewards.
Last Remnant was really, really bad but it had a few neat ideas and one of them was that over time, the world would open up, quests would change, content would open (or lock out) and characters would disappear or appear. I think it happened at certain points in the main story, but the fact that huge sections of the game (that are completely unrelated to the main story and are optional) would open and close at certain points was very cool.The timed event system sounds similiar to the ER/BR systems in Romancing SaGa: Minstrel Song and The Last Remnant.
How did TLR do it? I remember trying it briefly for the combat, but can't recall anything like that in there.
Yeah, there have been many times where I sent artists those pictures (or pictures I didn't post) as references.cboyardee, now I understand why you were looking up all that old Japanese game art styles and graphics (From that "Era of games we never got to see" thread). Man, you really do your research for your games, even for one single element of it.
It is mindboggling, that even a lone indie release requires one to draw the best inspirations from hundreds of other titles. Suddenly, even low key game development seems rather intimidating.
Your friend is right. There's actually a video of Itagaki (or at least someone prominent on the Xbox NG team) telling people to stop being idiots somewhere.
He's the idiot if the thinks A makes a U sound.