I've only found 2-3 magical items so far, so didn't really notice anything amiss. This is terrible if true. What the fuck?The only thing that really strikes me as a poor design choice (and unfortunately is something that can't easily be fixed with patches) is the inclusion of Diablo-like loot in the game. Finding clearly random loot table rolled and generated magical Boots of Healing or Minor Gloves of Movement do not fit the theme or the mood of the game at all.
C64 palette was the inspiration, it's very obvious. C64 had pastels that blended well, EGA was by-the-numbers 2-bit RGB (except for the 3-bit RGB mode in 640x350 resulting in a total palette of 64 that very few games used).I think the inspiration was a mix between the C64 and the EGA palettes.
Afraid it is true.I've only found 2-3 magical items so far, so didn't really notice anything amiss. This is terrible if true. What the fuck?The only thing that really strikes me as a poor design choice (and unfortunately is something that can't easily be fixed with patches) is the inclusion of Diablo-like loot in the game. Finding clearly random loot table rolled and generated magical Boots of Healing or Minor Gloves of Movement do not fit the theme or the mood of the game at all.
Project Update: Feature Highlights 1
[...]
MAGIC ITEMS
I’ve also been giving a lot of love to magic items lately. This one might be a bit divisive: There will be a lot of procedurally created and semi-randomly placed magic items in the game.
I know a lot of you don’t like this and I can certainly sympathize. In an ideal world, every item would be lovingly hand-crafted and placed in the world. The problem with this is that it takes a lot of time. As in A LOT a lot.
The result would be much fewer items to be found and after testing this game for hours on end my conclusion is that the game works better with more items even if that means they are procedurally created and placed.
Just to be clear: The fact that most items are procedural in the game does not mean there isn’t also the occasional hand crafted item to be found. Also, magic items are not dropped from random encounters. Once the game starts a set number of items are placed in the world and these remain static. The game does NOT feature Diablo-style grinding for loot-drops and there is no way to save-scum the system.
I’m going to make every effort to keep a close eye on the system here to make for a balanced and interesting distribution of magic items and I feel pretty certain that it will work out for the best in the end.
The result would be much fewer items to be found and after testing this game for hours on end my conclusion is that the game works better with more items even if that means they are procedurally created and placed.
You know, those earlier ages, like how they made CRPGs back in the 60s or something.It's cool that he appreciates, but whoever wrote this article is seriously confused:
Huh?Its VGA-style color palette and pixel art graphics harken back to an earlier age of CRPG history
They actually used vector displays; the glorious CRPG Book has a whole chapter dedicated to these:You know, those earlier ages, like how they made CRPGs back in the 60s or something.It's cool that he appreciates, but whoever wrote this article is seriously confused:
Huh?Its VGA-style color palette and pixel art graphics harken back to an earlier age of CRPG history
You know, those earlier ages, like how they made CRPGs back in the 60s or something.It's cool that he appreciates, but whoever wrote this article is seriously confused:
Huh?Its VGA-style color palette and pixel art graphics harken back to an earlier age of CRPG history
Yeah, if that's the case, it's hard for me to imagine some random itemisation would "completely ruin it".The writing is genuinely very good, and I mean all of it -- narration, characters, dialog, info screens, and the actual plot.
The interesting thing to me is that this is actually a horror game, in a sense. Or at least the story is a lovecraftian horror story. But it is also fantasy. The last time I played anything like this was probably the Ravenloft games.
I was up way too late last night playing it, that has not happened in a long time.
Well Stygian is a bit more recent.lovecraftian horror story. But it is also fantasy. The last time I played anything like this was probably the Ravenloft games.
Stygian has typical lovecraftian early 20th century-setting.Well Stygian is a bit more recent.lovecraftian horror story. But it is also fantasy. The last time I played anything like this was probably the Ravenloft games.
I agree the music is moody as well. The itemization is no problem at all as well, the game is not really that hard. I just wanted crpgs like this but bigger, you can even keep the old aesthetic or bump it up to early 90s.The writing is genuinely very good, and I mean all of it -- narration, characters, dialog, info screens, and the actual plot.
The interesting thing to me is that this is actually a horror game, in a sense. Or at least the story is a lovecraftian horror story. But it is also fantasy. The last time I played anything like this was probably the Ravenloft games.
I was up way too late last night playing it, that has not happened in a long time.
Your enthusiasm is making me consider buying this sooner than I planned. This sounds like it's ticking all the right boxes.The writing is genuinely very good, and I mean all of it -- narration, characters, dialog, info screens, and the actual plot.
The interesting thing to me is that this is actually a horror game, in a sense. Or at least the story is a lovecraftian horror story. But it is also fantasy. The last time I played anything like this was probably the Ravenloft games.
I was up way too late last night playing it, that has not happened in a long time.
I acknowledge that feeling, but I am kinda fearful of game length, we shall see.Your enthusiasm is making me consider buying this sooner than I planned. This sounds like it's ticking all the right boxes.The writing is genuinely very good, and I mean all of it -- narration, characters, dialog, info screens, and the actual plot.
The interesting thing to me is that this is actually a horror game, in a sense. Or at least the story is a lovecraftian horror story. But it is also fantasy. The last time I played anything like this was probably the Ravenloft games.
I was up way too late last night playing it, that has not happened in a long time.
You're worried it's too long, or that it's too short? If it's a 25-30 hour experience, that's an incline for me as overly long games have just too much padding IMO. I wish there were a lot more sub-40-50 hour RPGs.I acknowledge that feeling, but I am kinda fearful of game length, we shall see.