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By coincidence, PC Gamer previewed the game just a day after us: http://www.pcgamer.com/legends-of-eisenwald-review-early-access/
Not a very competent job either. Feeling it's not an RPG because there is no feel of heroics, complaining about being stuck whacking spirits when there's a retreat buttun, and the classic quest compass whining.By coincidence, PC Gamer previewed the game just a day after us: http://www.pcgamer.com/legends-of-eisenwald-review-early-access/
They have a right to write whatever they want While I disagree about some of the things, it's still good the preview is up there. And I wish it was done by a writer who previewed PoE... We are the Euro Truck Simulator of RPGs Sounds weird.Not a very competent job either. Feeling it's not an RPG because there is no feel of heroics, complaining about being stuck whacking spirits when there's a retreat buttun, and the classic quest compass whining.
I know, it's just in medieval times there were no trucks nor EuroEuro Truck Simulator is actually a pretty good game you know.
They have a right to write whatever they want While I disagree about some of the things, it's still good the preview is up there. And I wish it was done by a writer who previewed PoE... We are the Euro Truck Simulator of RPGs Sounds weird.Not a very competent job either. Feeling it's not an RPG because there is no feel of heroics, complaining about being stuck whacking spirits when there's a retreat buttun, and the classic quest compass whining.
It's a pity the reviewer hit several of the bugs that will be fixed. For example, ghost in the Prologue now oficially is gone - http://aterdux.com/patch-0-994/. And we probably should have disable full-screen mode since there are still glitches caused by Alt-Tab - borderless window works well too. Also, a phrase from the Prologue in the preview is gone too. But I still like this preview. The author says "oddly engaging" - he is doomed to like the game, it's just going to take him a bit longerWell, I guess, you cannot completely dismiss a preview which makes a Darklands reference in respect of your game. (And yes, I know that Darklands wasn't even an inspiration for your team.)
I will be streaming our game tomorrow at not very convenient time for the US but still http://aterdux.com/legends-of-eisenwald-developers-stream/, it's at 16:00 GMT despite what we say in the news (that's a mistake). In Russian the stream will be today, at the same time which is 7pm Moscow...
To see that all it takes to let the time flow while you stand in one place. They go on their own business, capture buildings, attack each other, heal, buy/sell trophies, exchange their characters for better ones if units in castles upgrade faster. Waiting might be a good option on an easy level (troops in castle will upgrade relatively fast) and then you can take on the enemies. However, waiting too much on the ultra difficult level most likely will lead to a situation where enemies get too strong and you won't be able to do anything against it.
T Cursed Castle scenario has also time limitation, it's pretty big but there is one nevertheless.
We have no plans for our next game yet. Most of the things you can do by making your own scenario. Ancient spells etc. is not so much a low fantasy and with LoE we plan to stick to that. Factions, diplomatics etc. is in the game already but in a story-driven form, there is no specific mechanics for that, and it's relatively easy to implement in Scenario Editor.That sounds pretty good, I dream of a game with such settings, and with more emergent world ushing this concept further from space rangers, if you want an inspiration you should definitely check it. But that maybe for a next game if you could tell me if that could work:
-Different factions controlled by AI with different diplomatic relationships, that all play, and try to get stronger. It could also generate quest to do.
-maybe some outside danger, sudden monster awakening, and you among other mercenaries would help kingdoms independent villages/castes.
-you could discover ancient technology, and spells that would help kingdoms with farming, you would have to invest to develop them, you could then give them for free to make kingdoms stronger, and better diplomatic relationship with them, or sell them.
-you could do diplomatic work as well, or be a merchant, make money, and gain influence that way, for example independent castle in the new situation with monsters swarming the kingdom could be tempted to join bigger kingdom, there could also be independent races that could join, and each fraction could specialize some could be more technically advanced some better at alchemy, some in other sconces etc. after new race would join it would depend on kingdom specialty into who they could be trained. For example big strong race would do best with somebody with strong classic military, and that are proficient blacksmith, while smaller intelligent race would be good for mages, or science based kingdom. (maybe a steam punk settings to have all of that variety)
Also how do you plan to distribute scenarios? Will you implement something into game UI say on the screen with menus where you could select from most popular maps, rank maps, search for whatever you want etc. I think that player made content is often lost due to lack of decent way to find what you look for, and for those who made them by low interest (but both of those problem are caused by the same reason). If you will only publish maps on your www vast majority of players will not even check them.
Also how do you plan to distribute scenarios? Will you implement something into game UI say on the screen with menus where you could select from most popular maps, rank maps, search for whatever you want etc. I think that player made content is often lost due to lack of decent way to find what you look for, and for those who made them by low interest (but both of those problem are caused by the same reason). If you will only publish maps on your www vast majority of players will not even check them.
The scenarios will be distributed via Steam Workshop - you subscribe to it and then it's is in custom scenarios. Steam Workshop provides relatively good way to do that. It's a bit buggy but decent nevertheless.
I did play Space Rangers 2 (one of my favorite games) but I like games like Disciples 2 and King's Bounty much more and that holds true for the rest of our core team... So naturally, our game is closer to these two games rather than to Space Rangers.
I don't think there's much point trying to make a developer change the scope of his game because you'd prefer something else. Especially so late in development. You could try to make one yourself or push them to make the one you like after this one here
I don't think I'd ever put quality and randomly generated world in one sentence since manually crafted worlds are always better to my taste HoMM3 was like that - random maps and good play. But - no story. After all these years I played recently (within the last year) both King's Bounty and Disciples 2 however no HoMM3 and no plans for it. Random maps pretend to be different but in reality they are not. Like single maps in Disciples 2 - never opened one since I played the saga. So, I think randomly generated worlds belong to strategies. RPGs - not so much. Especially if they are story driven.I see, to me randomly generated living world feels like progression from a game like King Bounty, just like the AI controlled other mercenaries feel like a progression to me, so I was thinking that you might want to make it even more emergent, sorry for the confusion. I am also not sure how realistic/complicated it would be to make game with quality randomly generated world like those with various diplomatic relationships, mines, and other goods reasonable protected, and somewhat balanced since creators of space rangers did choose space to make world creation much much simpler.
I don't think I'd ever put quality and randomly generated world in one sentence since manually crafted worlds are always better to my taste HoMM3 was like that - random maps and good play. But - no story. After all these years I played recently (within the last year) both King's Bounty and Disciples 2 however no HoMM3 and no plans for it. Random maps pretend to be different but in reality they are not. Like single maps in Disciples 2 - never opened one since I played the saga. So, I think randomly generated worlds belong to strategies. RPGs - not so much. Especially if they are story driven.I see, to me randomly generated living world feels like progression from a game like King Bounty, just like the AI controlled other mercenaries feel like a progression to me, so I was thinking that you might want to make it even more emergent, sorry for the confusion. I am also not sure how realistic/complicated it would be to make game with quality randomly generated world like those with various diplomatic relationships, mines, and other goods reasonable protected, and somewhat balanced since creators of space rangers did choose space to make world creation much much simpler.