Kem0sabe
Arcane
Budget 2D
Budget 2D
I don't think you need kickstarter for this.Budget 2D
Give me a break. This is the game I'm working on. Yes, budget 2D.
http://rpgcodex.net/forums/index.ph...-historical-fiction-12th-century-china.80544/Give me a break. This is the game I'm working on. Yes, budget 2D.
That looks pretty awesome. What is it?
Give me a break. This is the game I'm working on. Yes, budget 2D.
I don't think you need kickstarter for this.
Colin, Kevin and 1 artist can make the game alone
I know. But Colin can't do the backrounds as far as i know so i'm generous.I don't think you need kickstarter for this.
Colin, Kevin and 1 artist can make the game alone
That gem of a game was actually done by one guy, doing the design and writing, genius series of games that is.
Give me a break. This is the game I'm working on. Yes, budget 2D.
Spare time yes. But then I probably have a lot more spare time than the average person. Home and no employees.CrazyLoon Do you work on this game in your spare time? Do you have an office where you work on it, that needs rent paid, or do you do it at home? Do you have employees?
For that specific map location? What exactly do you mean?Also, how long did it take you to make?
For that specific map location?
About a week. 1 day for drawing down the concept. 1-2 days for modeling and allocating the needed assets. 1-2 days for composing the scene. 1-2 days for post work. Some of the larger scene took almost a month to complete, while the simpler ones took less than a week. It all depends.For that specific map location?
Yeah.
About a week. 1 day for drawing down the concept. 1-2 days for modeling and allocating the needed assets. 1-2 days for composing the scene. 1-2 days for post work. Some of the larger scene took almost a month to complete, while the simpler ones took less than a week. It all depends.For that specific map location?
Yeah.
well...as long as you felt you need to call me on that in this thread :hiver http://www.rpgcodex.net/ignore.php Congratulations.
About a week. 1 day for drawing down the concept. 1-2 days for modeling and allocating the needed assets. 1-2 days for composing the scene. 1-2 days for post work. Some of the larger scene took almost a month to complete, while the simpler ones took less than a week. It all depends.
This is not just painting something in 2D. Those backgrounds need to be put into the 3D engine and made to work with all the lights and shadows and effects and any eventual changes.
If I have to guess, I'd say it's going to be RTwP. Fargo would probably want to diversify and attract people who like RT games, IE games' fans, and people who feel that Torment 2 should have the same combat as the original.
This just goes back to the whole Coles vs. Blackthorne thing. Why can't the Coles do for 400k what he's doing for 70k? Why indeed.
Oh, hi there. Also: LINKSTORM!
Posted on 4 March 2013
These last few months have been a little crazy. I mean this, of course, in the very best way. They’ve also necessarily entailed a lot of quiet-mouthedness, but now the veil can be lifted on Torment: Tides of Numenera. On which I’m (gulp) the Creative Lead. I mean… yes! Woo hoo! All right, it’s both scary and exciting. I’m going to lean toward exciting.
Numenera? Yes, Numenera! Monte Cook’s Numenera, set in the Ninth World, is going to be the host for the latest addition to the Torment franchise. I had the opportunity to playtest this with Monte (and Fiery Dragon‘s James Bell, editor/writer Shanna Germain, and editorRay Vallese), and man oh man is it cool. I’m so excited to help our players tell their stories in this world, and I’m truly grateful for the opportunity to do it. Thanks, Monte!
As an introvert, it’s frequently difficult to get out and speak to people to drum up interest in something like this, but for a project like this, it’s a lot harder to remain silent (not least because my friends at inXile might drive here to kick me in the shins and points north if I did remain silent).
This is a roundabout way of self-promoting (on my very own blog? the nerve!) some of the interviews Kevin Saunders and I did to promote the Kickstarter for Torment. But first, let me extol Kevin’s virtues, because working with him is a pleasure and a joy. He’s incredibly smart, detail-oriented, quick to see issues and possibilities alike, and he’s supportive of his team. Plus, it’s really, really hard to imagine letting Kevin down… just thinking about it makes me want to work harder. (also, Adam Heine has been invaluable along the way. Seriously, he is just amazing at his job, and he’s a really good person, too… as in, “Hey, how about I move to Thailand to care for orphans?” good)
Anyway.
So, the first interview: IGN! I misspoke about combat in there; this was not Casey’s fault, but mine. “Real-time smart combat” is word salad, and I was apparently chewing with my mouth open. Sorry about that, Casey, and sorry to everyone who thought that we’re doing real-time. We’re still figuring that out, and we’ll make our decision with the aid of our backers. But be assured that we have some foundational rules that we’ll lay out and then we’ll design our system based around those ideas. What’s most important to us is that the combat feels like an integral, functional, and enjoyable part of the gameplay.
The second interview was with Polygon’s Dave Tach. I have nothing to add to this, except that I was perhaps a little excitable and needed some reining in. Good thing Kevin was there!
The third interview was today, with Destructoid’s Fraser Brown, and that one will be out on Wednesday, which is when (HOLY CRAP) our Kickstarter begins.
Oh, and tomorrow night it looks like I may be appearing on Geek and Sundry with Pat Rothfuss, Jerry Holkins, and Veronica Belmont. That’s… uh… no big deal? ::gulp::