Guido Henkel, producer of Planescape: Torment, is ready to bring you a re-imagined approach to fantasy computer RPGs
by G3 Studios
no multi play ? :( I was hoping for a NwN flavor
@Daniel, first person was never even a consideration I am glad to report. :)
Go all 3d and keep it Isometric. Do NOT do First Person please. I like looking at the environment around me and seeing the little details.
I am really excited to see that this might be another fantastic Unity powered game. I am a huge fan of that engine and its ability to bring games to every relevant platform known to mankind (pretty much).
I am greatly looking forward to seeing where this goes, I am a classic p&p RPG gamer with a leaning towards light rules and deep story/setting. Thorvalla sounds like it will fill a niche for me, I am especially looking forward to a return to turn based combat. Real time combat always felt like it took away some of the joy I used to find in the old AD&D games on the Amiga, where you could plan your moves out and it genuinely felt more like combat as I set it up when P&P gaming.
@Alexander, I personally believe that negative traits are almost more important that the positive ones because they define how we actively react to any given situation, whereas positive ones act more as a reinforcement of what we would do anyway. Therefore, yes, negative attributes are part of the formula.
Thank you so much for the show of confidence, guys. It means a lot to all of us here. there is another update coming shortly with more specifics, so keep your eyes peeled for it. :)
Wow thanks for the update :) This fleshes out (roughly) what the game will be like and I like the idea!
So now it´s up to us backers to get the word out... we need 33k$ per day to reach the goal and are already 2 days late ... so spread the word... I know I will :)
Thanks for the detailed update! I was a bit worried at first at the mention of cards, but I like the way it's sounding so far. Sounds like the combat will involve a lot more tactics that I had expected... which is great! I always loved the 'tactics' version of RPGs. And some kind of visual to get an even better idea would be great... even if it's in chicken scratch. :D
This update was life-saver for me. It's an impressive presentation.
Sounds good, innovation is rare, so fingers crossed this reaches it's goals!
I suggest instead of Demonizer (who sounds like some sort of castigator) maybe the class of diabolist, infernalist? Demon-Dancer? Was impressed by the coherency of this update addressing some core concepts to the game. Enjoyed the RoA series and an extension of that, maybe with a slightly less arcane RPG game mechanic underneath it (Dragon's Eye has its charm, however, but I like what you've come up with yourself instead) and it's shaping up nicely.
Maybe I'm slightly concerned about the Demonizer title since I want to be one :)
@Guido: Do you plan to implement some negative character traits? (phobias and such).
You know it, Damjan. It'll be filled with wicked stuff. We just talked about a bunch of cool ideas this afternoon.
Guido, you really got me at Travel Map and Camping - oh, and Herbal Knowledge. That had to be the best stuff in the RoA games.
If you and Neal manage to create interesting characters and twisty plot like in Betrayal at Krondor, that would be mind-blowing.
Exactly! Dungeon Master, Eye of The Beholder, Grimrock... Not just exploring but managing your light source, carefully looking out for traps, listening for monsters, searching for food and stumbling upon rooms of loot just don't have as much nail biting suspense at the newer, faster paced fully 3D games.
There is something to that one step at a time kind of exploration of dungeons, isn't there? "Legend of Grimrock" reminded me just how engaging and suspenseful that can be.
Chiming in just to say I fully support an overhead 2D project, even a mix of simulated 3D first person grid based dungeon crawling. Too many 3D free roaming RPGs as of late. Bring it back to the basics, i.e. the games and mechanics we all fondly remember while playing these newer "better looking" games with overly simplified mechanics. As long as there's a real sense of exploring the unknown, adventure (land/sea), deadly surprises around dark corners and engaging game play, I really could care less if it looked like Tunnels of Doom on the TI-99... thumbs up!
I think people who have played my games before know that I am not afraid to challenge the player. It's the reason why I said this game will be hard. You will save your game and you will save it often.
You are making a very valid point here but I've found that in practice it's actually working surprisingly well. There is some learning involved and it typically looks like this…
First you go in with all guns blazing but you lose because you realize the opponent actually fights back and you need to set up some kind of protection just to survive.
The next step is that you begin to play extremely defensively. It will work at first but you soon realize that the fights take forever because you spend virtually all your time keeping your defenses up and never have the time to actually launch any attacks.
At that point you try balance your play and you try to fathom out your opponents weaknesses so that you can go directly for the throat. You ramp up defense where it's necessary and create lines of attack where they do the most damage. From there you will develop an instinctive sense for the game almost that will yield results.
Sure, you will still die frequently, but you will learn from it because it shows exactly you what you did wrong, where your defenses were weak or that your attack was too weak or in the wrong place.
I find this kind of play very, very satisfying, especially because once you defeat the opponent you know that YOU played a major part in it and that it was not just a matter of one guy's stats eclipsing the other's. That satisfaction creates a sense that you want to try it on another, stronger opponent, and voila, you have the player hooked…
Thanks for the show of faith, guys. I truly appreciate the sentiment.
As for a representation I'd love to show you guys what it actually looks like but the mock-ups I have here are so dog-gone hideous - I'm not much of an artist, really - that I can't show them. We'll still try to find a way to get something to see in that respect as soon as possible.
....how to begin?!.... :)
first of all: I'm very happy to read the new detailed infos about combat systems. I read the first infos earlier and today I thought "wow, he really means CARDS; not just as a phrase" :D
after thinking about this fact for a little time I have to say: yeah, it really has a high potential and a huge grade of tactical depth!
BUT (of course a BUT ;) ) the complete gameplay rises and falls with the grade of AI and balancing. nearly every game with tactical depth I played comes to a point where the player is absolutly overpowered or just cannon fodder. what if the player skilled "wrong" (not matching to the deck)? or the player is a tactical dumbass? He won't have much fun with the game at all...
Don't missunterstand me. I'm really looking forward to the game. I need a real challenge and best entertainment after that stupid CODs and BFs and, yes, Skyrim.
@Guido: I'm sure you do the best you can and I hope there are enough players interested in difficult games ;)
The first step should be to reach many more backers. Show more artworks, videos, etc. Just visualisation for some rich kids around...
@Guido: May be it will be useful to make some graphical (schematic) presentation for combat mechanics.
It`s indeed difficult to describe it with text only.
Good to have faith rewarded, didn't think I was backing a 'back of a fag-packet' project. don't worry too much about the negative comments, people just love to weigh in with an opinion online, and they love to pick a loser, almost as much as they like to be on the winning side. KS is a marathon, not a sprint. Big successes have blinded people to it's real nature. Keep pushing it, because the people those people who aren't calling it a failure (so soon!) on the boards, don't think it is, or will be.
Aye, sir, that is indeed a good start.
"raises a mug"
That's an excellent start ! Thanks for reading through the comments section & acting on the community's recommandations.