Jaesun
Fabulous Ex-Moderator
That's a bad thing?
No , sorry.Generation XTH - Code Hazard english translation
Yeah, it's a Japanese game. It's also a faithful Wizardry / Bard's Tale style blobber for the PC, so in my book that's incline-worthy.
Have they ever stated or addressed any comments on Combat Mambo™? I don't follow their forums so I don't know.
Mage's Initiation: http://www.rpgcodex.net/forums/index.php?threads/the-list-of-incline.81530/page-3
Quest For Infamy: http://www.kickstarter.com/projects/1992695780/quest-for-infamy-an-adventure-game-by-infamous-que
Yeah, they're adventure/RPGs but they bring back some much needed Quest-for-glory awesomeness.
gram.pl claims it's in the style of LoG. Of course they might be full of shit, because I have not been able to find any info about the combat system anywhere, but they might have sources.Is that real time crap or turn based?
Nights & Candles does look pretty sweet, even though all the avatars look the same:
It is being developed by the same people who are working on the Realms of Arkania "Remaster".
turn based combat
they felt it wasn't suited to first person blobs. If I read it right.
turn based combat
they felt it wasn't suited to first person blobs. If I read it right.
If you read that right, then that's just utter derp.
RT isn't suited to first person blobs. TB is. And I'm not even a TB fanatic.
With this design levels would be procedurally generated, with some custom made levels here and there. Turn-based combat would probably work better than pure realtime. We even made a quick prototype entitled Grimrogue with turn-based combat and a minimap in one corner of the screen.
One problem we quickly realized was that the player would be focused on the minimap when exploring the randomly generated dungeon and all the gorgeous 3D graphics would be almost like a gimmick. We also had our doubts about turn-based combat.
Turn based combat works really well from a topdown perspective where you can see all the units and can think about the best tactics. In first person view where you can only see in one direction, turn-based combat takes away tactical movement and reduces combat to a locked in place affair.
In the end, we felt that with this design we would lose lots of the appeal of Grimrock, the puzzles and the chaotic nature of realtime combat, so the design was scrapped. It would certainly be possible to make this sort of game but it wouldn’t have been Grimrock.
That's a bad thing?
Mage's Initiation: http://www.rpgcodex.net/forums/index.php?threads/the-list-of-incline.81530/page-3
Quest For Infamy: http://www.kickstarter.com/projects/1992695780/quest-for-infamy-an-adventure-game-by-infamous-que
Yeah, they're adventure/RPGs but they bring back some much needed Quest-for-glory awesomeness.
http://www.rpgcodex.net/forums/index.php?threads/the-upcoming-adventure-game-incline-thread.81541/Also Heroine's Quest. The devs of that one already made an awesome KQ style adventure so it's pretty much a guaranteed incline.