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Torment Torment: Tides of Numenera Pre-Release Thread [ALPHA RELEASED, GO TO NEW THREAD]

tuluse

Arcane
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Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
What an odd way of thinking. So if Wasteland 2 had only doubled its goal inXile wouldn't "feel safe" about it?
That seems fair. The more money they have the more wiggle room and ideally the better the game they can make so, I think a 50% increase in budget should make them "feel safe[r]".
 

kaizoku

Arcane
Joined
Feb 18, 2006
Messages
4,129
tl,dr



What are the odds of the combat being TB?

Party size will have a max of PC + 5 NPCs?
 

Zed

Codex Staff
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Messages
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Codex USB, 2014
I don't want TB combat unless they actually have something proper planned already. Shitty TB is worse than no TB. A game won't become Fallout just because it has TB combat.
 
Self-Ejected

Excidium

P. banal
Joined
Aug 14, 2009
Messages
13,696
Location
Third World
I'd rather have TB because it's much harder to fuck up. The worst that can happen is it being too slow or too simplistic.
 

Adam Heine

Arcane
Developer
Joined
Feb 16, 2013
Messages
61
Location
Chiang Mai, Thailand
From the IGN interview:
Intended for PC and Mac currently, McComb sites several guiding principles as pillars to the design from its inception, including the integration of narrative elements, meaningful player decisions before combat, meaningful player decisions during “real-time smart combat”, and quality encounters over quantity. “We don’t just want a bunch of trash monsters running up to you and smacking you.”
Is this fix already? :(

It was a dumb thing that fell out of my mouth because I was nervous. We haven't finalized a decision on our combat, and we're going to take advice from our backers when we get to that discussion of gameplay.

It was actually part of a joke system I named when trying to think of something that was neither TB nor RTwP. I said something like "Real Time Smart Combat w/ Simultaneous Turn-Based Pause Actions."

We are thinking of a hybrid system that is neither RTwP nor TB, but as you guys said, ultimately it will be up to the backers. We'll present our possible systems as well as we can (incl. TB), and whatever is decided, we'll implement the crap out of it (um, in a good way).


Would be interesting if all magic is just some form of highly advanced tech and not some kind of psi or energy mumbo jumbo.
Yeah sure, but at least something that you can control with your will, that is fairly easy to obtain, and that is reliable (by that I mean, no wifi body control risk when You implement the chip/dna...)

There are many sources of "magic" in the Ninth World. Some of them are inherent to casters, rather than gear. Numenera has a fricking fantastic setting. I think you'll be happy with what we do with it. (At least I hope you will :M).

Have you read Gene Wolfe's Book of the New Sun? Numenera draws a lot of inspiration from that (and then gets even weirder).
 

hoverdog

dog that is hovering, Wastelands Interactive
Developer
Joined
Jul 8, 2010
Messages
5,589
Location
Jordan, Minnesota
Project: Eternity
Have you read Gene Wolfe's Book of the New Sun? Numenera draws a lot of inspiration from that (and then gets even weirder)

:salute:









It was actually part of a joke system I named when trying to think of something that was neither TB nor RTwP. I said something like "Real Time Smart Combat w/ Simultaneous Turn-Based Pause Actions."

We are thinking of a hybrid system that is neither RTwP nor TB, but as you guys said, ultimately it will be up to the backers. We'll present our possible systems as well as we can (incl. TB), and whatever is decided, we'll implement the crap out of it (um, in a good way).

phase-based?+M
 

Western

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Oct 25, 2007
Messages
5,934
Location
Australia
Codex 2012 Codex 2014 Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2
Book of the New Sun is one of my faves, nice to see it as a source of inspiration. Recommended reading to any monocled gentleman who haven't yet done so.
 

Akarnir

Educated
Joined
Feb 10, 2013
Messages
218
There are many sources of "magic" in the Ninth World. Some of them are inherent to casters, rather than gear. Numenera has a fricking fantastic setting. I think you'll be happy with what we do with it. (At least I hope you will :M).

Have you read Gene Wolfe's Book of the New Sun? Numenera draws a lot of inspiration from that (and then gets even weirder).

Thanks :)

That looks pretty cool. I did heard of those books before and the descriptions were interesting.

I did read some Dying hearth stories by Vance. Although magic and traditional fantasy elements are very prevalent in them. Numenera does seem more oriented on the big technology remains of previous civilizations. I may be mistaking here.

Is there a way to read on Numenera's lore already ? Are the books all released or are you working with exclusive material?
 

Adam Heine

Arcane
Developer
Joined
Feb 16, 2013
Messages
61
Location
Chiang Mai, Thailand
Is there a way to read on Numenera's lore already ? Are the books all released or are you working with exclusive material?

The books aren't released yet (e.g. I have a setting doc, but it's an unedited first draft and under strict NDA), so I think your best bet at the moment are the Numenera Design Diaries or the Playtest Reports (though the latter haven't been updated in a while). Otherwise you'll have to wait for the information we've got in the coming weeks.
 

Roguey

Codex Staff
Staff Member
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Messages
37,156
Fallout combat wasn't good. It wouldn't be difficult to make turn-based combat as good as Fallout since most of it's carried by the death animations.
 

Roguey

Codex Staff
Staff Member
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May 29, 2010
Messages
37,156
Fallout's combat was functional, the game's strength lays elsewhere. But it was by no means a horrible mess.
It was dysfunctional because of criticals, eyeshots, companion AI, single-character control, non-working or not-working-as-intended AP ammo, and the occasional place where there would be way too many to fight and it'd take forever. Still managed to be more fun for me than Torment despite those issues.
 

Rake

Arcane
Joined
Oct 11, 2012
Messages
2,969
Fallout's combat was functional, the game's strength lays elsewhere. But it was by no means a horrible mess.
It was dysfunctional because of criticals, eyeshots, companion AI, single-character control, non-working or not-working-as-intended AP ammo, and the occasional place where there would be way too many to fight and it'd take forever. Still managed to be more fun for me than Torment despite those issues.
How many $ you intent to donate to Tides of Numenera ?
:troll:
 

Roguey

Codex Staff
Staff Member
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Messages
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I'll probably get a box unless they say something that offends me.
 

Infinitron

I post news
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Messages
100,517
Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Perhaps Roguey can find something that offends him on Adam Heine's blog: http://www.adamheine.com/2013/02/what-ive-been-doing-instead-of-blogging.html

What I've Been Doing Instead of Blogging

I hate having only First Impact posts go up, but I am trying to make money at this writing thing, so. Anyway, here are some of the things I've been doing in the last few weeks instead of blogging.

ON TORMENT...
Designing an alignment system. Basically codifying all of human experience and emotion into little boxes so we can tell the player things like, "You're Lawful Good." (Note: We're not using Lawful Good.) FUN LEVEL: High.

Thinking about what makes RPG combat interesting. There is quite a lot of debate in the hardcore CRPG world about whether combat should be turn-based or not. Part of my job has been to think about this a lot. FUN LEVEL: Medium (only because I'd rather get into specifics, but I can't yet).

Writing design docs. Fact: if we don't document it, it gets forgotten. FUN LEVEL: Tedious (but like our producer told me and Colin the other day, we don't get to do the fun stuff until we actually have money to do it).

(Anyway, tedious is a relative term. The most boring game design task is way cooler than anything I did for my Office Space job. I just want to think up cool stuff all day and have someone else write it down for me, is all.)

Writing Kickstarter copy. You'd be surprised how much work goes into a major crowd-funding campaign. I mean, look at a typical big-budget Kickstarter. Someone has to write all that stuff. FUN LEVEL: Tedious.

Planning Kickstarter videos. FUN LEVEL: High (until they start talking about myvideo update, then Abject Terror).

Iterating. I get an e-mail asking what I think of a design doc. I critique said design doc. What do I think of the latest concept art? Review and reply with my thoughts. Music? Videos? Someone's possible response to a forum question? Review and respond. Oh, and also respond to all the critiques of my stuff. FUN LEVEL: Surprisingly High.
 

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