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Self-Ejected

Ulminati

Kamelåså!
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The game mechanics explanation videos are good. More of those please!

Also, I'd love to see a video of uncut gameplay. No need to explain every single move (although commentary would be cool), but just play the game normally for 20-30 mins. Conquer a few towns, kill a few heroes, drive a ruler or two mad. That kind of stuff.
 

KingDinosaurGames

King Dinosaur Games
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Shadorwun: Hong Kong
The game mechanics explanation videos are good. More of those please!

Also, I'd love to see a video of uncut gameplay. No need to explain every single move (although commentary would be cool), but just play the game normally for 20-30 mins. Conquer a few towns, kill a few heroes, drive a ruler or two mad. That kind of stuff.

That's our secret weapon, we're reserving a "Watch me Play" video for a week or so into the KS to try to renew interest. That and a demo should give us the uptick we need if we're flagging (hopefully? I really hate the marketing element of Indie development)
 
Self-Ejected

Ulminati

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My Great Old One stirs in its slumber if you catch my drift. The Kickstarter can't happen soon enough!
 

KingDinosaurGames

King Dinosaur Games
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MORE CONTENT! So we got a LOT of feedback on the first two videos, but only three press sites picked it up. We ended up talking with some people who told us pretty explicitly what we need to do to get on the major sites. So essentially we've gone back and we're redoing the videos as we also make the KS trailer. More work that I absolutely hate and should be quality development time but ideally it will pay off in the long run.

Should be ready to post another video on Monday, with the trailer being released shortly afterward.

TL;DR: Video on Monday, more shortly after
 

Dayyālu

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We ended up talking with some people who told us pretty explicitly what we need to do to get on the major sites.

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?

It sounds creepy , in the context of today. But PR is a necessary evil.... lazy assholes, however. It should be their job to search the net for good stuff to report on.


Nice devlogs and ideas. I have a simple question about length: random example, in Armageddon Empires a game will be over is 4-5 hours at most, wit 60-70 max turns done. The time limits on the special abilities of the "Sleeping Gods" in your devlogs seems to hint to a more focused experience, with a game over in 20 or so turns. How much do you think a single playthrough will last?
 

Destroid

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MORE CONTENT! So we got a LOT of feedback on the first two videos, but only three press sites picked it up. We ended up talking with some people who told us pretty explicitly what we need to do to get on the major sites. So essentially we've gone back and we're redoing the videos as we also make the KS trailer. More work that I absolutely hate and should be quality development time but ideally it will pay off in the long run.

Should be ready to post another video on Monday, with the trailer being released shortly afterward.

TL;DR: Video on Monday, more shortly after

What did they say you have to do?
 

KingDinosaurGames

King Dinosaur Games
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They said "fix mic, fix audio, too long, more gameplay less talk, and they want a trailer" - though a few people said they were looking forward to supporting the KS so that's great.

Fun fact - did you know Monday is the longest day of the week? It's so long it sometimes goes into Tuesday!
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
They said "fix mic, fix audio, too long, more gameplay less talk, and they want a trailer" - though a few people said they were looking forward to supporting the KS so that's great.

Fun fact - did you know Monday is the longest day of the week? It's so long it sometimes goes into Tuesday!
You didn't really specify which monday so for all we know you're releasing it 6 days early!

I like the informative style of the videos so far( although more gameplay during talk would be great). I hope you don't reduce the content too much in order to make it more easy to digest.
 

Malakal

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Meh maybe its for the better, I was getting dangerously hyped, who knows what could come next, actually pledging on a kickstarter?
 

WhiskeyWolf

RPG Codex Polish Car Thief
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KingDinosaurGames

King Dinosaur Games
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Shadorwun: Hong Kong
Still no pizza. Hunger growing severe.

DevLog Video 3 - YouTube

Definitely looking for some constructive feedback on the approach, while the general mechanics and layout of combat are locked-in we are still playtesting balancing issues specifically revolving around our "short combat" approach where most battles have 2-3 rounds max.

September 22nd - Kickstarter
 

Malakal

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The music in battles is louder than your voice but other than that a very nice video.
 

KingDinosaurGames

King Dinosaur Games
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My computer is possessed, I actually set the music to 10% volume in the engine and it somehow comes through like a brass battalion in the video.
 

tabacila

Augur
Joined
Nov 2, 2011
Messages
326
Finally!
So it seems to me that most of your agents aren't cut out for the hero fighting business and must execute operation "hide behind the meatshields". I assume that you see most of your agents as infiltrators and plotters, so in this case your "short combat" approach makes sense: either keep the heroes occupied with your minions while the agent makes the real play in the background or survive enough time to flee and scheme another day.

Glad to see though that there are agents that can go toe to toe with the heroes. Are there agents that excel at fighting heroes? It would be cool to have a "dark" party that goes hero hunting (or at least plays interference for your other agents) once your Dark One no longer feels the need to stay hidden and announces himself to the world. In this case I would expect combat to last more than 2-3 turns.

Can you have two or more agents operate together in the same "stack"? How many minions can accompany an agent?

There is something that I didn't quite like in the combat you showed: agents aren't represented on the "combat board" by avatars like the heroes/minions are and certain similar UI elements behave differently. On the heroes' side they are all represented by their avatars and you have detailed info about them all on the big unit card. On your side you get detailed info only about the agent and he is not represented like all the other participants in combat. It would make sense to see all the participants on the board.
Does this set-up mean that the agent is always considered to be in the second line behind his minions (if any)? Can a unit that has a melee attack act from the second line? Are minions not important enough to warrant a detailed unit card? Do they have only attack/defense/life stats and no special abilities?
(I'm kind of tired, don't know how much sense I am making with this whole thing)

Can you have only one of each type of agent at a time? If no, if you lose an agent can you re-recruit that type of agent again?

LOVE the flavor text and names for the encounters. Get as much of this as possible into the game.

Are you going to show something about armies (recruitment of units, movement army management, battles etc.) in the Kickstarter video?

I presume the anime looking characters are placeholder art. They look ridiculous compared to your agent art, which fits the mood perfectly btw. The orc masquerading as Greywind looks based as fuck!
Also lol at the little orc avatar for some of the armies.:love:

Looking forward to the Kickstarter. Will do my best to spread the good word of the Dark One's coming among friends and family. Looking forward to The Return!
 

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