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Phoenix Point - Alien Living Guns and Synedrion
Posted: Apr 29, 2017, 12:22 am by RPGWatch
A Fig-update for Phoenix Point - learn more about alien guns and a third race:
All Work and (Some) Play
Wow, we are closing in on our funding goal very rapidly. There have been a lot of questions about the game so we are going to update the FAQ heavily over the next few days.
There are also some very interesting discussions on the Phoenix Point subreddit.
Alien Living Guns
The alien living guns are genetically engineered creatures which can be used by human soldiers. The mystery as to their origin will form the basis for some very special missions.
FAQ update: The chitin armor and alien living guns will be made available as part of a DLC which will ship 3 months after game launch. Fig backers can get exclusive early access to these items at game launch for a discounted price. They are available with the Luxury Digital Edition and above.
The third faction to be presented in our updates is a radical, techno-ecological group. They possess advanced tech and some unique approaches to the alien menace - but they are not easy to deal with.
Wasteland 3 - Fig Update
Posted: Apr 29, 2017, 12:22 am by RPGWatch
Some new ideas for Wasteland 3 are getting implemented:
All Work and (Some) Play
As we go deeper into pre-production and the Colorado wasteland continues to take shape, we want to keep showing you some of the unique areas our writers and level designers are developing. Below, we have a few (spoiler-free!) details on the Stanley Hotel, a Colorado locale that inspired Stephen King's The Shining as well as our own writer, Colin McComb. He's been working with the rest of the team on the design of the zone, and we're ready to share how it fits into Wasteland 3. Additionally, we have a new concept render from the Bischoff brothers. We continue to use these pieces to flesh out our art direction, so we're excited to share them with you.
Speaking of art, let me briefly touch on some of the progress our team has been making in that department. We've mentioned in the previous updates that a huge focus for us during preproduction is prototyping our systems and engineering needs. Art has similarly been hard at work on figuring out Wasteland 3's aesthetics and pipelines, and our technical artist, Joey Betz, has also been developing tools and algorithms for snow.
For example, Joey has been working on slope based algorithms, which basically tells the engine to take our snow materials and only "paint" them on the top of objects (like cars, roofs, etc.), thin out based on the steepness of the slope they're on, and not appear at all on the bottom. He has also implemented a nice wetness algorithm, which works out melting snow on different surfaces. These subtle tech solutions are huge strides for us, as they allow our artists and level designers to do a great deal more with the many snow-heavy areas we are creating.
On our way to beta
Hello friends of oldschool RPGs and fans of Dungeons of Aledorn. After some weeks of silence, we bring you fresh information from development. As always, you can see some new graphic art and we will show you a little bit of level and game design. So, let's start with visuals.
Story will bring our heroes into the shadows of ancient trees of Dark Forest. As you can assume by it's name, this won't be bright woods full of colourful birds and cute friends of Bambi, but a deep dark forest with gloomy atmosphere. That is in hands of our visual artist Daniel Nezmar and his first version of Dark Forest is on screenshots below.
Next point is town Voland in the night. You can take a look, how day and night system works in current version. In older videos, you could see earlier versions, but our programmers were working on improvements, so now everything looks much more real and natural. This not final version for sure but even now we can say that locations looks pretty in night and lights and shadows can make neat romantic or scary scene. On screenshots you can see, how it looks when you take a walk around a Voland when night is up and street lights lit on.
General News - The Future of Dialogue
Posted: Apr 28, 2017, 12:03 pm by RPGWatch
Editorial about the future of dialogue in games on PC Gamer:
The future of dialogue in games
The challenges of writing dialogue that's both fun and functional, and how dev tools can lead to better writing.
It's the stuff of a thousand RPGs: you've braved the Barren Pass and crossed the Aching Plains and now, hours since you last spoke to a coherent NPC, you're finally standing before a city teeming with literally tens of characters, each bursting to tell you at length about the history of their people.
Getting to discover the politics and personalities of a new location should feel like a reward, but the same formulaic text dump from city to city can make you feel awfully weary. Being NPCsplained at with screeds of exposition and feeling you're taking little meaningful part in it all, game dialogue can make you want to run back into the hills.
The form must be functional
When Chris Avellone-writer and designer of games from Planescape: Torment to Fallout: New Vegas and recent free agent-writes dialogue, he thinks about it performing three fundamental things. First, the conversation needs a purpose. If it's with a merchant, then they need to provide that service, and quickly.
Second, the dialogue needs to be aware of the narrative happening in the nearby area as well as the overarching story. "If the Enclave is encroaching on a community in Fallout, even a simple merchant can say, 'If you've come for supplies, you'd best hurry, won't be much left after the Enclave arrives.' That tells the local narrative, and the larger narrative."
And third, dialogue has to be as aware of the player's actions as possible. "If you've just wiped out the Enclave, then you'd script the merchant's opening node to something else: 'Hey, you're the one that kicked the Enclave's ass. Anything I have in stock; for you, half off.'"
BigBossBattle has reviewed the tactical RPG Expeditions: Viking:
Review | Expeditions: Viking
The CRPG genre has been seeing something of a resurgence lately, with prominent titles such Pillars of Eternity, Tyranny, and Torment: Tides of Numenera cropping up like it's going out of (or, rather, coming back into) style.
Expeditions: Viking will take you a fair bit of time to complete. Between the main story, side quests and chatting to as many characters as possible, it took me quite a while to even leave Denmark. But it's a game that never overstayed it welcome, that has a certain charm I didn't even experience in Pillars of Eternity. Its themes come alive due its roots in real history, making this an experience that's truly about adventure and discovering (what once was) the unknown. Expeditions: Viking is a game I'll be coming back to, and has certainly earned its place in Valhalla.
Lurking - Now Available for FREE Download
Posted: Apr 28, 2017, 05:43 am by RPGWatch
Here is the developer's own introduction to this FREE RPG:
Hello. This is developer OKLABSOFT. Wanted to put the word out about our first effort, Lurking RPG, which is available for free download on Itch.
Lurking is a cRPG in the early Ultima style. Some strengths of the game include full party creation for up to five characters, a classless skill-based system for characters, exploration and story focused in a large (300x300 tile) world with underworld and town maps, keyword based conversations with NPCs, and an open world that does not corral you along a path to the end.
Some weaknesses have been identified through player feedback: a weak combat system, a UI that is a bit rough around the edges, and some balance issues with combat.
Many who have contacted us have thoroughly enjoyed this game and we welcome feedback as we work on our sequel, Lurking II: A Madness.
Enter the world of "Motörhead: Through the Ages", a wild tour through the mythos of the loudest band in the world! Harness the powers of the immortal Motörhead to defeat deadly new adversaries in three demon-infested worlds intertwined with the songs of the band.
Torment: Tides of Numenera offers Deep RPGing, Fantastic Worlds
This small piece of dialogue from the turn based role-playing game Torment: Tides of Numenera encapsulates what I love about it. It is both poetic and atmospheric. It is a true computer role-playing game (CRPG) that concentrates on story rather than just an endless supply of re-skinned targets.
The measured pace of this game makes room for deeper thought rather than the frantic emotions a first-person shooter elicits. In that way, I think Torment: Tides of Numenera is greater than the sum of its parts. It doesn't have the graphics of a Grand Theft Auto but its images are dreamy and artistic rather than hyper-realistic. Its audio is moody rather than modern and its gameplay recalls strategic pen and paper RPGs instead of the real-time combat in most modern games.
If you like games where you must think deeply and act consciously, buy Torment: Tides of Numenera. It is not your normal game, and is much better for it.
We said we'd give you honest updates, so this week's update is about some of the business and financial challenges behind the scenes. Short summary: despite the risk to the current funding of the game, we are continuing on and looking for alternate sources. We want to get this game done, and done right.
Warhammer 40K: Inquisitor - Roadmap
Posted: Apr 27, 2017, 11:42 am by RPGWatch
Here's the new roadmap for Warhammer 40,000: Inquisitor - Martyr:
In the last few weeks we were quieter than usual, as we were hard at work on a next update for Warhammer 40,000: Inquisitor - Martyr. It took a bit longer than expected... and we get that such a long wait between updates can be a bit frustrating. But don't panic! A panicking Inquisitor looks very unprofessional.
For several reasons, we decided to merge the smaller patches and the bigger upcoming content update, which meant no smaller fixes were released.
The new content patch will change a large portion of the game, yet again (but this was expected), causing smaller and bigger problems (some of which are expected, others being trickier), and well... one thing leads to another, addressing one corruption reveals another treachery... you know the drill.
During the development of this update while adding more content, we decided to include more fixes and changes according to player feedback as well. There were many, and by looking into all the problems, the game slowly becomes more wholesome.
So, what's next?
Currently, we're reworking the Assassin class to introduce her properly into the game, this is our main priority. Also, we're working on implementing more star systems and levels, slowly completing Tier 1, so we can have a solid foundation to move forward. These are the bigger changes, but there's plenty more which we'll include in the next changelog.
Rest assured that the quiet time this month was not wasted, and Inquisitor - Martyr again became bigger, it grew not only in size, but in depth as well.
We'd also like to confirm that the Roadmap will change because of the developments during this month, and we're adjusting milestones accordingly. For now, this doesn't affect most of the soft dates, as some things were brought forward, others are still under development... we just have to rearrange some things to make the Roadmap more up to date and accurate.
The good news is that after this tough milestone we can see the road ahead of us much better, and that your contributions and feedback proved to be very helpful during development. We're trying to be very clear about what we're working on, and hopefully this post clarifies things a bit.
We're still on the right track towards our goal: delivering a huge and memorable Action-RPG with as much polish and content as possible at its release date.
As for the next update (including the new class, the Assassin), the wait is coming to an end soon.
We hope you'll like it, but until then let us know if you have any more questions or additional feedback. Report all heretics and enjoy the purge!
Get ready for an adventure in history! Logic Artists, the makers of Expeditions: Conquistador, are pleased to bring you Expeditions: Viking.
Prepare for a grand adventure
As the newly appointed chieftain of a modest Viking clan, you'll have a village of your very own. But to carve your name into the runestones of history you'll need great strength, and great wealth to grow your village's prosperity and renown. There is little left to be gained from the Norse lands and so you must set your sights on the the seas to the West, where tales speak of a great island filled with treasure ready for the taking.
Seek your fortune
Your trusted huscarls will follow you to Valhalla if that be the order of the day, but you'll need more than loyalty to leave a legacy that will be remembered for a thousand years. Now assemble a worthy band of warriors, build a ship, and seek your wealth and glory across the sea. Britannia awaits in Logic Artists' Expeditions: Viking.
Create your very own Viking chieftain! Carve out your character from our unique character system, where stats, skills, and abilities define your character's role.
Raiding or Trading? Vikings were known not only as violent warriors, but savvy tradesfolk. How will you find wealth, with the carrot or the stick?
War and Politics: Side with various factions be they Norsemen, Picts, or Angles.
Reputation: Be mindful of your choices, the stories of your actions may bring others to fear you, but will they trust you?
Step into the pages of history: In a beautiful and visceral telling of the Nordic history.
"There is no Plan B. We do not have an alternative plan," Gollop said. "This is an all-or-nothing, make-or-break decision for the studio. But I'm pretty confident we're going to do quite well."
Much of that confidence came from Fig's Backstage Pass program, which allows a group of investors with previous experience on the site an early peek at campaigns and the chance to back them early. The Phoenix Point campaign tested particularly well in this program, with about 30% of people who checked out the campaign going on to back it. That confidence appears to have been well-founded. Within a single day of launching, the game is just over 60% of the way to its goal, with $309,000 in pledges and investments.
"We had approached publishers and investors," Gollop said of the decision to crowdfund the game. "We looked at every possible opportunity we could think of, and for various reasons, we turned down a couple of these other offers. Some of the interest we got from some big publishers was there, but ultimately they didn't want to go ahead with the project, so coming back to crowdfunding seemed like a logical step for us. We would be in control of ownership and the IP in particular for the long term."
Work In Progress: Quests system Hi everyone ! My name is Hadrien and I am Gameplay and Rendering programmer here at Wolcen Studio, but you may know me as Nyhlus on the game's Discord and our Steam forums. I have worked on Wolcen : Lords of Mayhem for over a year now, and I've created several features that changed the way you play, like the rotating Passive Skills Tree (PST) or the Resource Opposition System (ROS). Yeah, I'm the guy putting acronyms everywhere. And today's feature is not really different, because I call it the NQM and it will change your whole experience of Wolcen in the future : the New Quest Manager.
You probably feel like me on this : Wolcen current quests are not that cool. They are too short and not very interesting, and that's not what we want you to experience. We want the open-world to be challenging, rewarding and immersive, and this usually comes with solid quests that bring you hours of fun gameplay without repeating themselves too much. Such quests surely are a challenge to script, but we also needed a robust system that would be easy to maintain and to debug, because quests bugs can be really annoying and quite hard to fix. So a few months ago I started the development of the NQM, along with my colleagues from the Environments department who started to work on the new version of the open-world, and together we tried to design a system that would be super-powerful and easy to setup at the same time.
The implementation on my side was a bit tricky and needed a lot of strictness, because the world state had to be precisely saved and loaded depending on your progression inside each available quest, and data management needed to be handled carefully but I made it through with a lot of testing. Creating the system also required a global rework of the quests User Interface, so as to show different windows for rewards, tracking objectives and accepting / declining quests. This has been achieved by my colleague Lucas, the UI-Master of Wolcen.
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