felipepepe
Codex's Heretic
Great idea! I'll buy all the 14 remaining $800 tiers, so I can make many levels of strap-ons, from a simple leather belt to a fully awoken dick-tentacled chutulhu! I'll turn this casual game into Codex's GOTY!
Humm....I was going to put all them on eBay for $800 each, but that may not be a viable strategy...I'll just give you one, keep another and sell the remaning ones for $900.That's the spirit BRO! Can I has one of your 14 framed landscapes since I gave you the idea?
Yeah, but to a good side too, as developer-shivering and non-scaling as we are, most non-Skyway poster will actually hear both sides of the conversation and make their own jugdments...unlike what is said, the Hivemind atitude here is way weaker than in most forums.Truly, the codex is a fickle beast.
You guys think those bad ass posters and landscapes will be for sale later? I would love one...We will also be putting up concept art, class designs, stat info, game mechanics, lore, gameplay videos, a store and more on our soon to be supported site
Won't porting to consoles dumb down the game, compromise the UI or take more time away from working on the game?
We started the game with the intention of porting to as many places as possible, which we say in the video and on the front page. Something that we could have messaged better is that we won't be porting anything until after chapter 1 is complete sometime at the end of the year. We're not doing simultaneous development, so we won't have anything to port until we have a finished first release. We do apologize about not making this more clear.
As for dumbing down the game or making the UI worse, we don't think that's true. The game as we pitched it is going to be the same on PC, Mac, Linux, iPad and consoles, the same as we originally envisioned it (at this point, better). The UI will be developed to work on our first release - PC and Mac - and then have to be converted for other platforms in the porting process.
Why did you structure your goals music, then porting and content, then cities? I had to support something I didn't want to get something I did.
We set out the goals based on what would affect the most people. Music is something everyone will hear, ports and content are something a lot people requested, and the cities are for multiplayer. We needed to frontload the things we couldn't ship without, and cities are something we could add in later as funding becomes available. Our stretch goals were just that - extra - so rest assured nothing about them has changed the game we're already working on.
Can you explain more about the cities? I thought this was about a traveling caravan, not building a city.
Like we mentioned in the last update (but regrettably failed to mention in the video), the player-owned cities are part of the multiplayer game and don't affect the single-player story, which is about staying on the move to escape doom. As the multiplayer is largely about building a huge roster of characters, forming teams and fighting other parties in battle, building your own headquarters is a perfect fit, and something we've always been excited about. Both of these scenarios take place at the same time in the game and will make perfect sense within the context of the story when you see it!
Implementing a new system is never a small task, though, and we're trying very hard to be realistic about what we can handle. Additional funding lets us get hired help to make it happen. Unlike porting, if we meet this goal we're hoping to get this content in the game at release!
Can you talk more about the additional content?
There are two main things we want to expand with additional content: one is the variety of events that happen during travel. We've mentioned in a few places how this will be reminiscent of King of Dragon Pass. For example, a group of warriors in your caravan may approach you and demand more food than the farmers. Depending on your response you may upset the warriors or the farmers, cause one or the other leave or turn into an unexpected fight. Or you might diffuse the situation and move on. Additionally, we want these events to have some repercussions. You might tell the warriors to back down and think the thing is settled, only to discover that two days later they steal supplies and run off while you're sleeping. We'd like to add a much larger variety of these events and give them more variables.
The other thing is the finale. We're putting an equal amount of effort into the game as a whole but we'd love to put more effort into the finale to 1) make it a longer event and 2) try to account for more variables. We were excited about the ending we were planning to do, and this will let us make a better one. You've already hit this goal, and we're psyched about the ability to work on this!
It seems that both os us will follow the later path, Drog/Andharia/New Poster....so the question really is do I play it cool and take a chance on the poster being for sale in the upcoming store or play it safe and fork out 60$ now? - propably the later ...
Stoic has appeased the beast!
Stoic says:
Hello! Thanks for the message. Though I was pretty clearly irritated (lots going on right now) I'm not so annoyed as to never appear on codex again. Ive been involved in a lot of game forums and know how they can get. I think codex might be a lot more hardcore than our game, and do think people there could be disappointed by its emphasis on story. Its hard to message "deep tactical gameplay" because what it impossibly difficult for a casual crowd might look like checkers to a forum like codex. We think we'll run somewhere on the mid-high range for complexity. Still, if we cant appease the codex crowd, and I suspect we can't, I would rather not stir the hornet's nest any more at this point. We'll be releasing a free multiplayer standalone soon. If codex enjoys it we'll be happy to continue posting there, if not we'll just go our own seperate ways knowing it's not their cup of tea. I'll probably respond with something like that soon. Thanks again, hope you enjoy the game!
Stoic have been quite forthcoming about this game in all likelyhood being too casual for our tastes.
Makes sense bro, but I'm brazilian.felipepepe bah ni är ändå norrlänningar allihopa (antiandahira-drog proof)
they probably want to make a good game to suit their purposes but it's not the true codexian developer's uncompromised blazing middle finger beacon at the newshit decline that would satisfy everyone here
EDIT: I'm just the first to call them con men, not the only one. I'm just ahead of the curve.