Queen's Wish - August Update
Posted: Aug 14, 2018, 11:02 pm by RPGWatch
The August update for Queen's Wish details progress so far.
Queen's Wish August 2017 Update!
Here is the first monthly update for Queen's Wish development! We've been hard at work on the new game, and it is moving along.
Spiderweb games are developed in three phases. First, we work on the game engine and system. This takes 3-5 months, depending on how much of the game is new. In Queen's Wish, almost everything is new.
Then we write the game world, which is about six months. Then 2-3 months of porting to Windows and testing. Then we ship! (And then move on to the ports to mobile.)
What We Did Last Month
We are still grinding our way through the first phase: the main engine.
On the technical side, we spent a while porting our code to a new, powerful game engine called SDL. In this case, the engine is the layer between my game and the computer itself. The game engine we used before was way out of date. This engine is completely current and should support lots of cool stuff, like 64-bit Windows and mouse wheel input.
Then we worked on making the game playable. This involves a million things. Training window. Inventory window. Fully fleshed out combat code. We are trying to get a basically playable game, so that I can see how much of the stuff I've been assembling in my brain for the last two years actually works.
Finally, I scripted the statistics for all of the creatures, abilities, and items. This is tons of painstaking work and takes forever, but the game is now full of critters to fight and treasures to look for.
We have sent out messages to the design assistants, and we're getting some great stuff back from them. There are some terrific ideas in there, and I'm really excited.
If you got a signed, singed Certificate of Absolution, watch out for the survey asking for your name, address, and other info. We'll be sending it out soon.
What Is Next
The game isn't fully playable in a near-final sense yet, but it's getting there. By the time the next update is out, we should be able to have full combats, and a lot of the world system stuff (like dressing up your fort, mining resources, and wandering the outdoors) should be in.
It's a good start, but we have a long way to go. It can be demoralizing when I sit down in the morning and look at the To Do list. Then I pick the quickest job to do, do that, and move on to the next job. We'll get there eventually.
15 August - THQ Nordic The Unexpendables - Jagged Alliance: Rage! coming this fall
Vienna, Austria, August 14th, 2018: We are all getting older. Nothing bad about that, right? Well, the knees might hurt sometimes, seeing things far away gets a bit harder, and - oh, boy! - the heart is not as strong as it used to be. But we wake up every morning, go to work, business as usual: killing some bad guys, igniting the odd rebellion, overthrowing another evil dictator...
That's what the mercenaries of Jagged Alliance have been doing these past 20 years. And now Ivan Dolvich, Helmut "Grunty" Grunther, Kyle "Shadow" Simmons and the other infamous fighters have a mission again when they're stranded behind enemy lines: survive!
In Jagged Alliance: Rage! you are constantly on the brink of breakdown. Badly equipped and outnumbered, it's up to the player to lead their seasoned mercenaries in tactical turn-based missions and to light the spark of a revolution.
Jagged Alliance is back - With a new take on turn-based tactics, adventure elements and the well-known quirky mercenaries!
Jagged Alliance: Rage! is the first game to be published by HandyGames, the latest family member of the THQ Nordic network. HandyGames will act as an independent publisher, focusing on small and mid-sized projects or 3rd-party indie games.
Wildermyth - Character Driven Tactical RPG
Posted: Aug 14, 2018, 05:02 pm by RPGWatch
Wildermyth is described as a character-driven, procedurally-generated tactical RPG. You lead a band of unique heroes as they grow from reluctant farmers into legendary fighters.
About This Game
The Yondering Lands are wild, filled with beauty and magic, but also rife with threats that lurk and muster. Meet your heroes before they are anyone, and grow them into a roster of legends who shape the course of their own Yondering, and the worlds that come after. Forge new stories in Wildermyth where any tale has the chance to live forever.
Bring Your Adventuring Shoes
Explore the wilderness, claim mysterious sites, and fight back against an oppressive enemy.
Thrive in tactical turn-based combat with deep and surprising advancement opportunities.
Invest in the stories of heroes through dialogue-rich events, relationships, and personal quests.
From Longshot to Legend
Meet dynamic characters, all generated with life histories and personalities.
Guide these heroes as they enjoy triumph and love, or as they endure rivalry and loss.
Preserve the memory of your favorite heroes to live on as legends, and join your story again.
Unique as a Thing That's Just Very Unique
Take advantage of procedurally generated maps, characters, and challenges, to tell memorable stories.
Choose to let defeated characters die in a deed of epic heroism, or live to fight on.
Evolve your plans and strategies as unpredictable moments alter your world.
Yakuza 0 - Patch 1 Back
Posted: Aug 14, 2018, 05:02 pm by RPGWatch
Patch 1 for Yakuza 0 has been re-released after the initial patch had some issues.
THE PATCH IS BACK! Patch 1 re-launches 13 August
13 AUGUST - SEGA DEV
Hi Yakuza fans,
We're officially re-launching Patch 1 which addresses the following issues:
• Fix for crashes on boot and in cutscenes/gameplay.
• Fix for crash when using Staminans to gain consecutive Heat abilities during Chapter 10 Fight.
• Fix for crash in Pocket Circuit mini-game after selecting a rematch with an opponent.
Thank you to everyone who fed back on our beta branch version. Your continued patience and support have been greatly appreciated. We're continuing to work on the other issues some of you are experiencing and will have more information for you soon.
Archmage Rises - Monster Patrols
Posted: Aug 14, 2018, 05:02 pm by RPGWatch
A new update for Archmage Rises focuses on the monster patrols you will face in game.
This week we answer some fan questions, first one on my health by Will Sama and then one about race by Marc Schwartz. Then we dive into the work I've done on monster patrols and how encounters work when they collide with the player.
As usual the tasks are taking longer than expected because there are so many systems to consider. A seemingly simple thing like the player and monster entering the same hex has a number of factors to consider: Race of the monster, terrain, time of day, automatic player skill checks that happen in the background. It all, hopefully, results in pen & paper style decisions that plays quickly.
Progress since last update:
Fixed fonts issue on map, town names and travel times disappeared due to outdated text control
Added smarter location loading using caching, so if the player goes to a new hex it doesn't match the cached one and is displayed. This solved bugs and improves performance
Greatly improved Encounters: graphics, fonts, alignment, added room for 6 player options
Patrols impact NPCs correctly now
Monster patrols now interrupt player movement. This was difficult as the player movement is on a separate thread coroutine that has to be interrupted
Fixed combat callbacks being executed before combat even began, that really messed things up turns out it never worked these last 4 years...
Added patrol recruitment algorithm that slowly increases the size of each patrol and number of patrols evenly
Added ability to run away from monsters encounters. If successful free to move elsewhere. If fail, monsters gain surprise against player
Added ability to hide/sneak around monster encounters. If successful free to move elsewhere or enter combat with enemies surprised. If fail, monsters gain surprise against player
Bard's Tale I - The Classics Return
Posted: Aug 14, 2018, 04:42 am by RPGWatch
An update for The Bard's Tale IV advises backers that The Bard's Tale Trilogy will be here soon and how to get your key.
The Classics Return
Back in Time!
Paul here with a quick check-in regarding Tuesday's release of the remastered The Bard's Tale Trilogy. Both the Krome and inXile dev teams are excited to finally get this into your hands. It's appropriate that The Bard's Tale and Back to the Future both came out in 1985, as we're taking a cue from Huey Lewis and going "Back in Time!"
Here's how the process will work.
Starting Tuesday, backers at the $20 reward tiers and above will receive an email from CrowdOx asking you to specify either a Steam or GOG key for the game. Remember to keep an eye on your spam/filter folders in case it ends up there.
Soon after you make that selection, you will receive another email - the latest edition of your Digital Fulfillment email, this one now containing your chosen code.
Once you receive the code, you can follow these instructions on how to redeem it for Steam and GOG.
A few things to remember:
The Bard's Tale Trilogy is currently Windows only and contains the first volume. The latter two volumes, along with the Legacy Mode, arrive later in the year.
Please keep in mind that we have tens of thousands of backers to send keys and emails to. It will likely take a little while for the full list to be processed, so don't panic if your digital fulfillment email does not arrive right away. We appreciate your patience.
You must have completed your CrowdOx survey and confirmed your pledge in order to get your rewards. 93% of you have, but if you haven't done so yet, or aren't sure, we encourage you to first check your email to see if you have received your pledge confirmation email from CrowdOx. If you haven't, then you can follow these instructions on how to have CrowdOx send/resend your survey so that you can access it and confirm it.
Only backers at the $20 and above will be receiving a remastered trilogy key.
Finally, the original games are very challenging. We encourage you to band together to pass along advice and discoveries, whether on the Steam or GOG forums or our own official forums. I think that I can safely speak for many older players that while we fondly remember having to figure stuff out on our own, it certainly would have been nice to have the internet back then to help with some things!
From the developer side of things, we're really looking forward to seeing the kinds of best practices, suggestions, guides, and personal preferences you develop as you visit the games for the first time or if you're a returning playing "getting the band back together." Either way, have fun going back in time to 1985!
System Shock - August Update
Posted: Aug 14, 2018, 04:42 am by RPGWatch
System Shock remake's August update announces that the block-out of Citadel Station has been completed. Screenshots can be seen at the link.
Hello backers! It's Stephen from Nightdive with this month's update.
This update is going to brief as we enter into the final stages of our "Adventure Alpha" milestone
We also have some exciting news to share - During Daniels stream the final BSP was carved out for the medical deck and the block-out was completed! System Shock is a massive game and now that the entirety of the original map has been translated into UE4 the real fun can begin!
While Daniel finished the blockout Jonathan has been busy placing the original (albeit updated) SS1 textures. Here are some comparisons with the original game.
"Before Arthur's Golden Age, our realm was lost, shattered and decadent; kingdoms torn apart by blind selfishness. A broken Britannia, void of hope."
The lord of Mercia has been assassinated, your love kidnapped and home is no more. As Uther, the disgraced Knight Commander, you must lead your misfit band of companions throughout quests riddled with trials. Forge uneasy alliances to acquire the mythical Excalibur sword and defeat the sinister power-obsessed duke of Wessex.
Prove your worth as a tactician by exploring all five realms and dangerous locations, such as a frozen fortress hiding a dark secret, an ancient abbey turned into a hideous torture chamber and the mystical island of Avalon. Survive ambushes and rescue those in need by making use of each hero's abilities to solve puzzles and vanquish your foes. It is up to you define the fate of Britannia... But at what cost?
Combat in Sword Legacy: Omen is always a challenge. As a strategist, you will need to plan your course of action with four heroes at a time. However, be ready to adapt and improvise because results always change based on the chosen abilities and chances of landing an attack.
Tactical Combat: Learn the importance of strategic positioning and unleash powerful skill combos with your party.
Free Exploration: When not in combat, investigate the environment, find documents, collect treasures, solve riddles, and uncover secrets.
Party Customization: Adapt heroes to your play style, manage your team and progress by unlocking over 70 unique passive or active skills.
Hordes of Enemies and Unique Bosses: Fight a variety of vicious mobs and face powerful monsters in grueling battles, such as crowds of plague-ridden victims, twisted knights and a flesh-hungry dragon.
Stress System: Use all your might to become victorious, but deplete your willpower and witness your heroes falling prey to panic.
Interactive Environment: Study your surroundings and perform clever deadly moves by blowing up explosive barrels and pushing enemies off edges.
Old-School Art Style With a Dark Twist: Relive the beautiful aesthetic of classic animations fused with grim visuals inspired by graphic novels.
A Different Take on a Classic Myth: Experience the Arthurian legends as never before, as famous characters and locations are revamped in a mature storyline of vengeance, honor, conspiracy and alchemy.
Plague Tale - Interview
Posted: Aug 14, 2018, 04:42 am by RPGWatch
Plague Tale is an adventure game with some stealth and action elements set during 14th century France. The developers were interviewed by Gamingbolt who asked about the gameplay features, progression mechanics and other things.
There's a plague afoot. Rats swarm the streets, the houses and the town. There's no practical escape from them... except the light. In Asobo Studio's A Plague Tale: Innocence, you take the role of Amicia, a young girl who is trying to find safety in the dark recesses of 14th century France, for her younger brother Hugo, away from the rats who eat everything in their path, and away from the human threat: the Inquisition. Solving puzzles, and using the rats against your enemies to get to safety is your only hope for survival.
We had a chance to sit and talk with David Dedeine who is the creative director of Plague Tale: Innocence, and asked him some of our questions.
You obviously must have been aware that many players would fear that this game could be looked at as one large escort mission. What steps have you taken to make sure that that doesn't happen?
The mindset is to take this as an opportunity. We really believe that it's the strength of the game. We are basically playing with this feature, giving it more context more situation. Hugo will never be a backpack. He has its own behavior, his own feelings. Hugo will just take Amicia's hands. It's not something we forced to use on her to do most of the time, Hugo will instinctively go to Amicia and have her protect him because he's just five.
But any moment you can ask him to stay somewhere, or to follow you. Basically, if you believe you don't realize how dangerous something is, basically ask him to follow you. That very simple tool generates a lot of different situations. For example, if you ask Hugo to stay somewhere, and he stays too long, or if you're out of his sight for too long, he will panic, he will shout, he will call for Amicia, and that will probably attract guards, for example. It basically forces Amicia to manage the environment around Hugo, or create a time window to do what she has to do. There are some very cool gameplay elements near the end. We have all these things to fix right now in the game, but this aspect, to me, works pretty well.
Opinion - Quality over Quantity
Posted: Aug 14, 2018, 04:42 am by RPGWatch
NBC News argues that games don't need to be long to be worthwhile.
The debate about the length of games has been around almost as long as the games themselves. Before save files and more powerful consoles, gametime was artificially lengthened by repetitive, difficult obstacles that required perfect timing and memorization. By the mid-90s, longer games were shipping on multiple discs to accommodate the lengthy narratives. With every passing console generation, advances in technology allowed for bigger, longer, more epic adventures. A user could easily spend more than 100 hours in the nuclear wastelands of the "Fallout" series or finding shrines in "The Legend of Zelda: Breath of the Wild."
"Adding in filler or repetitive content in order to hit a certain playtime was a practice I didn't love from the big games I'd worked on," said Sam Barlow, writer and director of the 2015 indie hit "Her Story." Instead, he wanted to make an experimental game that was approachable, accessible, and free of unnecessary fluff.
I grew to accept whatever happened. And that's one of Unavowed's biggest strengths, built upon a strong script and gameplay flow that allows for plenty of breathing room. I really felt comfortable with the ending that I got, and learned about the possible benefits that can come by playing the game a certain way (or not). And although I made up my mind not to go back on any of my decisions, I'm pretty curious to see what can come out of a fresh playthrough of the game, now that I have a certain amount of knowledge of what could possibly happen.
Unavowed has been compared to a Bioware game without combat, and that's a fair comparison. Like in Mass Effect you will find yourself talking to your companions after each mission in order to find out about their lives and whatnot. And there's also the fact that some of the missions have to do with them directly. And taking different companions to any mission will change how we get to the end of it. For example, in the beginning of the game we will see a ghost, but we'll be unable to communicate with them for the time being.
The writing is at its best when it deals with the personal life of your companions and the NPCs you meet along the way. While the plot itself has some interesting moments, the motivation of a particular central character didn't feel very developed. There's an element of surprise that works fairly well, but the exposition at that point wasn't very convincing. It's not that the writing is bad; it's that it lacks subtlety, especially when it comes to moral dilemmas. Gray morality feels more like a gimmick than a proper reflection of reality.
Overall, Unavowed is one of the best point and click adventure games to be released in the current generation. The high-resolution graphics, along with the strongly written dialogue, excellent puzzle design and emotive soundtrack provide the ingredients for a modern classic that will be very difficult to duplicate. If you have always wanted to be like the Winchester brothers or the Scooby gang in Buffy the Vampire Slayer, Unavowed is the closest experience that you will get in the world of video games.
"One of the things that was really important for us is to really explore the inner conflict or what she's experiencing ... we needed to have something that was familiar to her that she can trust," said Senior Game Director, Daniel Chayer-Bisson.
At times, their relationship will come to a head, as Jonah tries to balance between supporting Lara and standing up to her when he feels her actions are reckless. "Jonah I feel a lot of ways, really fights to remain an equal partner on this journey," said Lead Writer, Jill Murray.
"She's definitely less vulnerable than she's ever been. In Tomb Raider 2013 she was thrown into this situation where she was being very reactive," Chris Johnston, brand manager at Crystal Dynamics, in an earlier interview with GamesBeat. "In Rise of the Tomb Raider she became more proactive. She went on her first expedition. In this game, this is the most capable and calculating Lara players have ever seen in the modern version of the series. Other words like 'obsessed' and 'driven' are ones we use quite frequently."
"However, what was interesting about that was we tried to do a stealth experience and we realised very early on that Tomb Raider ... it's all about movement in combat. It's even, in fact, in classic Tomb Raider when you would lock-on and circle-strafe around the enemy, you were always rewarded for keeping your movement because this is Lara; she's athletic, she's acrobatic. So very early on when we were trying to figure out what is jungle stealth combat, it's not just waiting in a tree forever - you will be found, right? So we try to create challenges, enemies, ingredients that encourage the player to move."
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