grimace
Arcane
- Joined
- Jan 17, 2015
- Messages
- 2,056
First post: Apr 20, 2019
They were HOW HIGH when they posted this?
They were HOW HIGH when they posted this?
Proc gen systems are easy to show off. Just load them with some assets and press a button. What's hard is implimenting them into a game in the right way. Which we won't see because there is no game.Devs said they're going to release a video on friday showing off the early procedural systems. Hopefully that means they're actually making the game instead of fantasising about making the game
Let's see yours then.Proc gen systems are easy to show off.
I heard they lost their magic wand. You know, the one that would allow them to go from a random Youtuber saying "Let's make a Daggerfall successor" to a finished game in three years, despite there being no budget and the team consisting of volunteers working in their free time.Which we won't see because there is no game.
Next year in an actual game that we are actually proud to show off. Hopefully. If we don't have another global overreaction to a cough. Although it's not technically my system. One of the people I'm working with made it.Let's see yours then.Proc gen systems are easy to show off.
Out of curiosity - what genre?Next year in an actual game that we are actually proud to show off. Hopefully. If we don't have another global overreaction to a cough. Although it's not technically my system. One of the people I'm working with made it.
Tactical RPG, Jagged Alliance like. But with custom characters with customisable personalities that react to one another. It's set in a fantasy world roughly close to a colonial era where you are colonising a land full of savage orcs and have to figure out how you're going to do it on a sandbox procedually generated island. Depending on how good we are we hope to have proc gen cultures, terrain, cities, and what not. It won't be super fleshed out because it doesn't need to be. But think of standalone maps like Xcom or JA with an overworld. Originally we were going to do our own "Daggerfall sequel but good" but Covid happened, then some people left, others joined, investors wanted a reduction in scope which was completely fair of them to ask considering the current economy and here we are. We have absolutely nothing to show right now because we're still working out how to implement the procedural systems we made. We can press a button to make terrain, or a whole map. But the trick is programming the algorithms to make a map that's fun and makes sense. And have that be repeatable with different but still fun results.Out of curiosity - what genre?Next year in an actual game that we are actually proud to show off. Hopefully. If we don't have another global overreaction to a cough. Although it's not technically my system. One of the people I'm working with made it.
this is a spiritual successor to daggerfall; big for the sake of big was the defining feature of that game.Disappointed by the scale. 200,000sqkm is too damn big. Morrowind mainland+Vvardenfell was originally supposed to be 600-900sqkm and I was hoping for something like that where it's still massive but a lot more manageable. This is big for the sake of big.
probably more like 2030 for early access if it even gets developed2026 or whenever this thing presumably will be out
Nah, it's not that big. 40.000km2 smaller then real life Britain. If you have enough transportation means to get from point A to point B (horse, cart, trade caravan, boat, ship, fantastical mounts like Silt Striders, teleportation portals/spells, fast travel system etc) it will be fine. Also will give ecosystems enough space to breath, so you won't have situations where bears live 5m from your doorstep
Of course these Circus Clowns should be perfectly incapable to make side-scroller let alone first person Daggerfall 2. We'll see
"Before the sword lands"? What sword? He gets kicked.I am bothered by the skeleton at the end. He starts flying a full second before the sword lands.
The workload is the biggest issue when it comes to making stuff big. Even with the world generation I imagine there would be a plenty to work on. We shall see how it turns out, I suppose... I am surprised with their devlog video, to be honest. I didn't expect them to show anything, ever. I do like some of the things they've shown in there.On top of that, big country is a great excuse to LARP a hunter's life and have meaningful survival elements in the gameplay. The escapist feel of "getting away from it all" and living out in nature with just the flora and fauna is quite popular in games, so if they can manage to pull that off, it will be a bit of a draw.
Some screenshots. Wilderness looks a lot better than Daggerfall. Building interiors are as spartan as ever.