Davaris said:If you are saying big in terms of, why do they try to make RPGs instead some casual game? Well its because they really like RPGs.
Vault Dweller said:Its vaporware, not it's.commie said:Jaesun said:Now some modding team grab this, implement turn based combat and make it very mod friendly and let the cRPG incline fucking begin.
Iron Tower is already busy with it's vaporware. Don't think they can take on a second project.
bhlaab said:is Shelter dead? havent heard anything about it for a while
asper said:Hey Vince, isn't it a good idea to continue the development of The Broken Hourglass under the wings of IRON TOWER ?
Indeed.sgc_meltdown said:Aikanaro said:Why do indie RPG developers go for such large-scope games?
Perhaps their initial driving motivation was from the grandeur of their project. Like when you can see in your head how it's going to be, and it's that good that it keeps you going. Big dreams = motivation.
I think I read in Stephen King's On Writing that when every writer starts out, they want to do their dream project first, their dream book, the perfect story that they've always wanted. That's when they have the most ambition but none of the practical experience.
Instead of thinking on indie mode right at once, why not try to make a small mission (3h-6h) for one of the games out there?PorkaMorka said:Anyone know of a good scaled back model for indie developers who're fans of 1999 era commercial grade dialog and C&C heavy RPGs to emulate?
Anyone know of a good scaled back model for indie developers who're fans of 1999 era commercial grade dialog and C&C heavy RPGs to emulate?
PorkaMorka said:Other than simplifying the graphics I'm not sure what fans of 1999 era commercial grade RPGs could do to scale back the difficulty of producing indie versions of those games.
Free roaming RPGs with a lot of dialog and C&C seem like a very difficult thing to produce.
But there is no guarantee that fans of that kind of game will enjoy a Vogelized RPG with non-interactive dialog and low effort maps full of copy and pasted palette swaps to mindlessly kill in untactical combat.
And there is no guarantee that fans of that kind of game would enjoy a game like KoTCwhich is lacking pretty isometric graphicswhich is almost in a different genre (tactical RPG vsstoryfag"regular" 1999 era RPG).
Anyone know of a good scaled back model for indie developers who're fans of 1999 era commercial grade dialog and C&C heavy RPGs to emulate?
It seems a lot easier to produce a combat heavy, linear RPG which is light on C&C, you just need to figure out how to do good combat.
PorkaMorka said:Anyone know of a good scaled back model for indie developers who're fans of 1999 era commercial grade dialog and C&C heavy RPGs to emulate?
It seems a lot easier to produce a combat heavy, linear RPG which is light on C&C, you just need to figure out how to do good combat.
Sitra Achara said:This reminds me of some alternative to scripting method someone once posted about, IIRC Davaris. Never really got my head around it the first time, does anyone know what it was and what exactly made it so great?
Vault Dweller said:Its vaporware, not it's.commie said:Jaesun said:Now some modding team grab this, implement turn based combat and make it very mod friendly and let the cRPG incline fucking begin.
Iron Tower is already busy with it's vaporware. Don't think they can take on a second project.
Davaris said:Seems weird to abandon a project that is virtually done. Surely you'd know it did not meet community expectations, a lot sooner in its development?
Vault Dweller said:Its vaporware, not it's.commie said:Jaesun said:Now some modding team grab this, implement turn based combat and make it very mod friendly and let the cRPG incline fucking begin.
Iron Tower is already busy with it's vaporware. Don't think they can take on a second project.