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Legends tell of heroes, villains, and quests that save the world from darkness. The streets tell a different story. For PC, Mac & Linux
Legends tell of heroes, villains, and quests that save the world from darkness. The streets tell a different story. For PC, Mac & Linux
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    1. S.D. on

      Haha, I suppose so! Though, I wasn't really talking about "back then", I meant more recently, but I realize that this is occurring in medieval times rather than contemporary times.

    2. Missing avatar

      Evan on

      SD: That's easy, repairs are expensive. I lived in a room with a leaky roof, no one had any money for repairs. Lots of people get bamboo houses which are cheap but only last 2 or 3 years, and if day laborers can't afford cement now, peasants probably couldn't afford stone or brick back then, and bamboo is vulnerable to insects. Then it depends on the season, everything gets trashed in the rainy season, and in the hot season holes in the roof just mean better circulation!

      I agree there should be lots of shrines, with dried up old offerings scattered around. At crossroads, by important trees, watching over the crops. I don't know what medieval India was like, but even modern nominally-Muslim Indonesia is like that, so I assume India has even more. Maybe you can leave something there, and maybe the locals will more favorable if they see you respect the local gods.

    3. Pyrodactyl Games 2-time creator on

      We will have a few variations of things like roofs, walls, huts, houses, roads, etc - we're still working on that. The final game will have much more variation in scenery. Oh, and we do plan to avoid putting barrels and crates everywhere :)

    4. S.D. on

      Haha, Evan, I know what you mean... it's the barrels & crates thing in video games! Once you know about it, you can't help but notice! (i.e., no matter *what* the adventure genre, be it RPG/ARPG, action-adventure, or straight up adventure game, as well as almost every FPS, you can usually count in minutes the average time between launching the game and finding some placeholder barrels or crates!). Other than mixing it up, regarding detail objects in the background art, would be that I would sort of expect to see more crappy, broken, thatched roofs in the village... I'm not sure why, but people just don't seem to take care them, or at least, many village houses seem to have one busted roof somewhere that they ignore for some reason :-P
      If someone could explain that, I'd take the explanation instead of art adjustments, though!

      Pyrodactyl: Actually, come to think about it, Evan's right about the small village temples, those are *everywhere*

    5. Pyrodactyl Games 2-time creator on

      @Evan: Indeed, we do plan to do something similar to what you suggested. Thanks!

    6. Missing avatar

      Evan on

      Why is it that houses always have crates stacked next to them? Maybe we could have some other things, which might give a hint about what the residents do. A merchant might have crates, but others might have a hand cart, worn out baskets, a place to tie a mule or cow, a little shrine or statue to a local god, a stone for laundry, small outdoor kitchen (e.g. small stone oven and dry bamboo), rice or herbs drying in the sun, textile soaking in dye, scatter of chicken feed, etc. There are all kinds of interesting hand tools people might have: a lathe, a potting wheel, a millstone, also depending of course on social class and local economy and religion. If most people are illiterate they might not write on everything, but maybe there would be a few auspicious phrases or symbols over doors, on large stones, etc. In poorer areas, and in earlier eras, people did a lot more out in the open, especially if the weather is hot.

      Other than that minor nitpick, it looks very nice. I'm curious to see how it animates. Even little things, like clothes and trees moving with the wind, would add a lot to the mood. You could tie that to some subtle sound design, e.g. when trees are in view mix in some faint rustling leaves, etc.

    7. Pyrodactyl Games 2-time creator on

      Thanks everyone! We are planning to add more texture prefabs, from the usual stuff like saplings to more regional stuff like a Rangoli, Tulsi and stuff like that. This is still work in progress!

    8. Tyler A Cooper on

      Really like the look of the art so far. It really does remind me of the days I used to play games like Kings Quest. It looks like you still need a few ground texture prefabs, (the stones on the ground repeat) and I think it would be cool to use a sapling under the tree as the right clothes hanging post as added flavor. That said, this is a work in progress and it is looking fantastic. Definitely one of the top games I'm watching on my Kickstarter list.

    9. Olivoist on

      Nice visual mood, and definitely refreshing to see some traditionnal 2d approach...

    10. S.D. on

      Wow, this is something else! You fail to disappoint; absolutely lovely. Can't wait to see some busy city streets and Fort interiors. Give a high-five to your artists (or a digital one if they're remote to the rest of your team).

    11. Pyrodactyl Games 2-time creator on

      @Unrest RPG Backer: Thanks a bunch! :D
      @Ben: We have something similar in mind, but you shouldn't have to worry - we'll make it sure you always know where your character is.

    12. Ben Pogue on

      It looks beautiful. The only thing I am worries about is navigating when partially behind a tree or other object with that perspective. (Unless of course, you fade it away using those dynamic shaders.)

    13. Dave, Shadowrunner on

      Nice. And with the "shaders and visual effects" and "Dynamic effects" stretch goals that I know we are going to reach, the final game will look even better.

    14. Pyrodactyl Games 2-time creator on


    15. Wim Creuwels on

      Looks very good!