Lords of Xulima
Lords of Xulima Interview
We had the chance to once again talk with Jesús Arribas of Numantian Games.
» Continue reading the article...
Ralin: Dwarf Wars
Ralin: Dwarf Wars Interview
We had the chance interview Christian Biever of Ogardonix Ltd about his latest kickstarter Roguelike game Ralin: Dwarf Wars that launched this month.
» Read the article
Depends I Buy Both
Sunday - March 29, 2015
Satellite Reign - Early Access Preview @ IGC
Invision Game Community published a new preview of the Steam Early Access build of Satellite Reign, and concluded the game has a very bright future.
Satellite Reign has a bright future ahead of it and I feel they can only improve on what they currently have, adding more regions, more quests and possibly some more customisation of characters. Being Early Access, and I mean very early, Satellite suffers from several optimisation problems and bugs that will make you unable to play due to laughter, one recurring bug is when characters fly into the air when they aim, getting the best angle possible I would think. Beyond the going above and beyond the call of duty bugs the overall game plays nicely, and glitches are only every other hour or so and don’t deter much from the overall experience.
Satellite ReignSP/MP: Single-player
Release: In development
Saturday - March 28, 2015
Underworld Ascendant - Game Update
OtherSide Entertainment posted the next update for Underworld Ascendant with news on why the surveys are delayed, forum badges, and the new lizardman look.
When Simple Things Aren't
Last week we promised that the backer survey would go out this week. Well, that didn't happen. Delays in importing and organizing the data, as well as the usual bugs, has caused our timeline for the survey to be pushed back a bit. Right now we plan on getting the survey to you by next week.
We are truly sorry for the delay. We know folks are eager to allocate their pledge money, hoping to upgrade their pledge tier or even snag some add-ons they've had their eyes on. We want this to happen too! A few more days and we'll all get what we want, we promise.
Why It's Taking So Long to Get Your Forum Badges
On a similar vein of data management, Jeff has been working on getting all our backers their forum badges. This is taking a bit longer than anticipated as well, and Jeff thought he'd write a blog post explaining why. Here is an excerpt:
“On a very high level building our data pipeline is what I've been doing for about the past week, along with Steve the IT-God. The tricky thing about building a pipeline like this is figuring out what steps you need to put the data through to get it from where it starts to where it needs to be, and then writing the programs to do it all. It takes familiarity with a number of different tools and their data formats. And, quite simply, it takes a lot of trial and error til it all works right. “
Head over to our website to read the full blog here.
Meet the New Lizardman!
Our redo of the Lizardman Look vote has come to a close. With a clear margin of victory over it's rival, Lizardman Concept B walks (creeps? skulks?) away the victor! This is now the look we will use as the basis for lizardman modeling going forward. We can't wait to meet them in-game! Hopefully on friendly terms...
We had LOTS of participation in this vote, which was fantastic to see. Stay tuned on our forums for more community-sourced design decisions soon!
Underworld AscendantSP/MP: Single-player
Release: In development
Enderal: Shards Of Order - Gameplay Footage
The SureAI team has released a new video update for Enderal: Shards Of Order with more footage this time showing us the the mods Heartland & Farmers Coast.
Have a look at our Heartland & Farmers Coast landscapes for our Skyrim Total Conversion Enderal!
Thank you Farflame for sending the link.
Pillars of Eternity - Thoughts & Impressions
Staff member Fluent made a new twenty minute YouTube video with his thoughts & impressions of Pillars of Eternity, and why everyone should love the game.
Hello folks! In this video I proudly present my "first impressions" after spending 53 brilliant hours with the recently-released Kickstarter RPG - Pillars of Eternity!
My playthrough thus far couldn't be better! I received a review copy approximately a week before the game released, and spent that time playing through and greatly enjoying myself. The game is legendary, so watch the video and see what I have to say about it!
Pillars of Eternity is a game that was created by Obsidian Entertainment. After a successful Kickstarter campaign that raised nearly $4 million dollars, they set out to create their ultimate vision of what a modern Infinity Engine game should be. The end result? Pillars of Eternity, one of the greatest RPGs in the last 15 years! I'd say they succeeded! Well done, Obsidian!
Dungeons Of Aledorn - Mechanics & Oculus Rift
The latest kickstarter update from Team 21 for Dungeons Of Aledorn talks about game mechanics once again, and they test out the game on the Oculus Rift.
Game Mechanics Part 3 + Testing the Oculus rift
In today’s update, we´ll continue our series about the game mechanics of DoA; concentrating on the camping and its GUI. Camping is an important part of our game, as you´ll be travelling a lot between various locations and good camping management will be necessary to survive the trip, and to overcome the hardships that will often await you at your destination.
Testing oculus rift
As we reported at the start of the campaign, we tested whether Dungeons of Aledorn was suitable for the Oculus Rift platform. The tests on the device are mainly focused on by our graphic designer, Jarda Šlajch and he’s already achieved considerable progress. When working with Oculus Rift, we ran in particular problem with the GUI to cooperate with the movement of the players head. We’re pleased to say that this problem has been solved and today we’d like you to see how Dungeons of Aledorn looks through the eyes of a wearer of this virtual reality device.
Dungeons Of AledornSP/MP: Single-player
Release: In development
Wasteland 2 - Interview @ Eurogamer
Brain Fargo & Chris Keenan were interviewed on Eurogamer, and both of them talked about porting Wasteland 2 to consoles, and what changes the PC will have.
Let's take things one step at a time, as inXile does. Brian Fargo tells me Wasteland 2 project lead Chris Keenan has promised him the recently-announced console versions will be out "late summer". I can hear Chris laugh over Skype when Brian mentions this vague launch window, but they're serious about it. And they've said it, now, on the record. And I've put it on the internet. So it has to happen.
"This isn't just a press-the-button port," Chris says. "We have a pretty intricate game."
The parallels are clear: Firaxis rebooted an old-school PC series for PC and console. InXile is doing the same, although the console versions arrive half a year after the PC version in the case of Wasteland 2. The combat in Firaxis' XCOM is a party-based and turn-based affair with a top-down camera perspective you can rotate. The combat in Wasteland 2 is the same.
"Their UI on console was the gold standard for handling a complex game in a way on console that was very satisfying," Fargo says. "We recognise that. We always look at the body of work that comes before us. We want to make sure we're looking at what gamers gravitate towards, and what they think is done right."
"[XCOM] is certainly a starting point for us," Keenan adds. "We want to make sure we have similar ease of use in controls."
InXile has already announced its working on migrating the Wasteland 2 codebase from Unity 4.5 to Unity 5. This is happening as we speak for the PC version, but all improvements and changes that come as a part of the game engine shift will be chucked into the console version, too. And vice versa, too. Soon you'll be able to play Wasteland 2 on PC with a controller, using the console UI being built for PS4 and Xbox One. And it doesn't stop there: Fargo says a SteamOS-specific interface is also being built to take advantage of the upcoming flood of Steam Machines.
Wasteland 2SP/MP: Single-player
Dark Souls II - Scholar Of The First Sin Q&A
What is the difference between Dark Souls II, along with all of the Lost Crowns DLC and Dark Souls II: Scholar of the First Sin?
Dark Souls II: Scholar of the First Sin is a “Director’s Cut” of all Dark Souls II content that includes additional features. Content from all DLC packs is included along with the original game. The DirectX11, Xbox One, and PS4 versions of the game will also include:
- New enemy placement, map shortcuts, and gameplay design.
- Graphics, sound, and performance upgrade.
- New weapons and armor for players to experiment with.
- New NPC invading player’s world.
- Max online players up from 4 to 6.
- It is a fresh new experience that even grizzled veterans will find surprising and challenging!
How much will Dark Souls II: Scholar of the First Sin cost?
Please note - These details are for North and South American territories.
Dark Souls II: Scholar of the First Sin will be $59.99 on Xbox One and PS4. If you are purchasing on Steam, you can check the details below:
- Dark Souls II: Scholar of the First Sin (DirectX9): $39.99
- Dark Souls II: Scholar of the First Sin (DirectX11): $49.99
- DirectX11 Upgrade price for existing owners of Dark Souls II on Steam: $29.99
- DirectX11 Upgrade price for existing owners of Dark Souls II and all DLC on Steam: $19.99
Dark Souls IISP/MP: Single + MP
Seven Dragon Saga - Plot vs Narrative
Tactical Simulations Interactive posted a new blog entry about Plot vs. Narrative.
The word ‘story’ can be very misleading when it comes to designing RPGs. It’s often confused with the word ‘Plot’.
Plot = “the main events of a play, novel, film, or similar work, devised and presented by the writer as an interrelated sequence.”
Plot is basically…this happens, and then this happens because that happened, and now this is happening because those other two things happened, one after the other…and so on!
But what’s the ‘story’ when we mess with the sequence like we can do in RPGs. What occurs when you can experience the events in any order you wish?
Seven Dragon SagaSP/MP: Single-player
Release: In development
Original Sin - Interview @ One Angry Gamer
One Angry Gamer interviewed Thierry Van Gyseghem who was the animator & artist for Divinity: Original Sin about Boob-Plates, Sexism And Moral Outrage.
Billy: One of the things I was curious about was when the controversy broke out over the boob-plate armor, was it actually Kickstarter backers sending most of the criticisms or was it relegated to the gaming media and pockets of social media sub-communities?
Thierry: The original cover art had been used for nearly a year at that point, we even had a booth on E3 2012, without a complaint. It was a very small vocal minority that complained about the cover design when we went on kickstarter. Because of the kickstarter campaign there were certain gaming media sites that picked up on it and amplified the complains, I think we all know which sites are the most vigilant in their political agenda. I can only assume social media sub-communities will have added to it also.
Billy: Lately there’s been a lot of controversy over creative freedoms that developers can or should exercise with character designs. How much of it do you feel is legitimate criticisms and how much of it do you feel is social politics invading the creative design space?
Thierry: Criticism is formed by opinions, and opinions are formed by what we see, hear and read. So yes I do feel that social politics has a hand in the criticism that is thrown at creative freedom because it’s politics that decides what we see, hear and read. It’s remarkable that you can almost pinpoint the critiques to certain parts in the world, since different parts of the world have different politics.
So in that regard, no I don’t think there are that many legitimate critiques on character design as all of it is just pure taste and preference based. You can like something, or you can dislike something. Feel free to walk away if you don’t like it, but don’t harass the creator for it and wave your political flag.
Original SinSP/MP: Single + MP
ICY - Alpha Build Available for Download
Inner Void Interactive posted a new Indiegogo Update for ICY with news everyone can try a new Alpha build. Here the links, and details for anyone interested.
Instead of annoying all you lovely backers with a hundred updates that no one would have read, we decided to prepare a little surprise: an alpha demo featuring 30-60 minutes of gameplay.
But beware, we talking about an alpha version and your journey may lead you to discover unknown bugs. And, right now, the game UI works properly only with 16:9 and 16:10 resolutions, so you may want to run it windowed if you don't have a screen with such ratios.
You can download this demo from the following mirrors. Right now, only PC version is available.
Release: In development
Crowfall - Funded on Kickstarter
I mentioned an MMO RPG called Crowfall when it launched on kickstarter last month. It seems the game was successfully funded, and made $1,766,205 to fund the game.
First, thanks again for supporting Crowfall. You are backing a game vision that you want to play, and we believe that this is the cutting edge way for innovative games to be built. Many of you didn’t know about us before you heard about us from a friend, a colleague, on blog, on a community site or maybe from an email from another game like the ones below.
This update is specifically for thanking all the other crowdfunded game teams that introduced us to their audiences, even when we are, by all traditional standards, direct competitors. This willingness to expose our customers to other games is an expression of creators wanting the best for our audiences rather than simply thinking about our own selfish needs. Game makers are also game players, and we want more great games to get made. It’s good for you the consumer and it’s good for our industry.
If Crowfall is the first game you’ve ever crowdfunded, you should really check out all the other great teams below that are building innovative, cutting edge and/or just delightful games who are backed through pledges from regular people like yourselves.
Heroine's Quest: - Review @ Knights of the Castle
A small blog by the name of Knights of the Cardboard Castle posted a very late review for Heroine’s Quest: The Herald of Ragnarok this week. Here is a sample of the review.
One strange omission from my list of played games is the entire Quest for Glory series. I actually did play snippets of King’s Quest on a friend’s PC but I only really started gaming shortly after the first Hero’s Quest game was released. I heard plenty about it later on but since I never played the first one, I never felt tempted to play any of the sequels either. That’s why when I heard about Heroine’s Quest recently on Broken Forum, I was immediately interested. It is nothing more and nothing less than fan-led project to make a game in the exact same style with a heroine as the protagonist.
Heroine's QuestSP/MP: Single-player
Shroud of the Avatar - Schedule Update
Portalarium posted an updated development schedule for Shroud of the Avatar.
As we stated in previous posts, our goal is to once-per-quarter post an updated schedule for our monthly releases. Even though these goals will likely change somewhat as we react to feedback, we feel it is important to provide you an updated roadmap periodically.
Our goal continues to be to deliver our backers content each and every month so that we can get feedback, and use it to iterate improvements. This has already paid off, with additional game features like jumping and swimming, as well as improvements to systems like crafting, conversations, and combat. Meeting that monthly goal is our highest priority, but we require flexibility in our deliverables to meet that goal. As you have seen in previous releases, sometimes we push things out, but we also often pull new things in.
It is worth noting that we develop in an iterative fashion. This means we will often get systems and content in the game as soon as we can, even if they are only partially functional. In general until you see me say something is “final” you can safely assume we will continue to improve on that feature. An example is our Pets which are in very early development and do not include a lot of their functionality like being able to hang out in your house.
As always, all dates, durations, and deliverables are subject to change as we adjust our designs based on direct feedback from you, our backers.
As you might notice many of the deliverables from Q1 are now in Q2. This is due to many factors including the Unity 5 conversion, conventions (we had not planned to attend GDC), bug fixes, and other completely normal game development challenges. This now obviously puts our launch by end of 2015 at risk. We are currently working on various strategies to keep launch within 2015 but as always our goal is to ship the product when it is ready, not before. We will do everything in our power however to complete Episode 1 in as timely a manner as possible without sacrificing scope or quality. It is worth noting that based on our current funding and fundraising data trends that we we will still be able to complete the game without any financial issues, even with slips like this. NOTE: With this schedule change we will be extending payment plans to November.
Shroud of the AvatarSP/MP: Single + MP
Release: In development
Kyn - EGX Rezzed 2015 Interview
A YouTube channel called My Games Lounge published a new video interview from EGX Rezzed 2015 with publisher Veruse Versus Evil about Kyn, and Toren.
Lance from Versus Evil talks to us about two of there outstanding Indie Games, Toren and Kyn!
KynSP/MP: Single + MP
Release: In development
Worlds of Magic - Patch 1.0.5 Released
Wastelands Interactive released Patch 1.05 for Worlds of Magic on Steam.
Next to a couple of bug fixes, 1.0.5 patch for Worlds of Magic brings couple of improvements based on players feedback.
This is what we are planning to do in long run. Making the game more friendly and more enjoyable for all of you.
Check the discussion here.
Worlds of MagicSP/MP: Single + MP
Friday - March 27, 2015
RPGWatch - Ralin: Dwarf Wars Interview
We had the chance interview Christian Biever of Ogardonix Ltd about his latest kickstarter Roguelike game called Ralin: Dwarf Wars that launched this month.
Couchpotato: Welcome to start the interview tell us a little bit about yourself & Ogardonix Ltd?
Christian: My Name is Christian Biever and I am the Head of Development and programmer of Ralin - Dwarf Wars.I am working as a programmer for more than 10 years and I am a big fan ofRPG games.I also love to help other developers and to do game jams.
Ogardonix Studios ltd, established in 2014, is a creative game developmentstudio,based in the heart of London. Ogardonix Studios are dedicated to making apositive,lasting impact on the video game industry through quality, immersive games.
We empower the Community by creating an interactive world, in which they can dive in and feel comfy.Ogardonix staff are gamers that follow their passion and vocation.
Ralin: Dwarf WarsSP/MP: Single + MP
Release: In development
Tides of Numenera - Post-Funding Update #40
InXile entertainment released update #40 today for Torment: Tides of Numenera that has more information about Pillar of Eternity's launch , and talks about companion design.
Hi, I'm Nathan Long, lead writer on Wasteland 2 and one of the writers on Torment: Tides of Numenera. Kevin has asked me to talk a little bit about how we develop the companions that can come along with your journey through the Ninth World, so let's begin, shall we?
The goal for the companions is to give them each their own distinct personalities, voices, character arcs, and lots and lots of reactivity - which of course means lots and lots of writing. Lots.
Torment: Tides of NumeneraSP/MP: Single-player
Release: In development
Brian Fargo - Interview @ GameranX
The editors at GameranX notified me they did a new interview ths week with Brian Fargo who talks about Wasteland 2, Torment: Tides of Numenera, and Bard's Tale IV.
You recently announced The Bard's Tale IV, a proper sequel to the series that got many of us into RPGs in the first place. Are you planning to modernize the game, or will it feature grid-based dungeoneering a la Etrian Odyssey, or some combination of the two?
We are going to experiment with a couple of new techniques so I hesitate to reveal too much now but I would say that locking someone onto a grid would take away from the immersion I want to get across. There are ways to have the best of both worlds. I wouldn't want people to read too much into this answer since I have some ideas that I want to see played out first.
Can you tell us a little more about the combat system in The Bard's Tale IV? In an interview with IGN awhile back, you mentioned borrowing concepts from Hearthstone. Could you shed some light on how that works?
It’s still very early in the design phase for The Bard’s Tale IV but we have a good sense of how we want it to feel. Heathstone is a game that does a great job at providing systems that make the player think at each turn. Instead of simply having a battle of attrition where you spend turn after turn slowly reducing your enemies health, we want to keep the combat lively, forcing you to make tough decisions at each round. Our focus right now is in defining the core combat variables that our designers can use to craft the enemy skill and spell books. Many skills will have direct counters that will allow you to turn the tides in your favor based on your character choices and party make-up. We want it to move snappier than a turn based game, not be a click fest nor be too passive. Stay tuned.
Sword Coast Legends - Dungeon Crawl Stream
In-case you missed the Twitch game-play stream from earlier today don't worry as developer N-Space one again released a recording on YouTube for everyone to watch.
The adventure continues in part two of the exclusive Sword Coast Legends reveal! Join Technical Director Ross Gardner and Design Director Tim Schwalk as they face off in Sword Coast Legends’ highly anticipated Dungeon Crawl mode featuring real-time Dungeon Mastering.
Sword Coast LegendsSP/MP: Single + MP
Release: In development
Graywalkers - GDC & More Update
Dreamlords Digital posted a new update for Graywalkers Purgatory about their trip to GDC 2015, and mention they met a few publishers. They also give a progress report.
GDC and More!
Greetings Graywalkers! We just wanted to share some updates with everybody from our last update. A lot has happened and still happening.
The guys at Unity also loved the game and offered to fully support and promote it when it's ready to come out. We were actually also supposed to be one of the featured games in the Unity booth but unfortunately the invitation came a bit late and things didn't work out. Overall though it might have been a good thing because we were overwhelmed already just at our booth and managing another station would have been really crazy.
We also got visited by several publishers and investors and there's been some interesting developments on that end. I will announce more about that when it's finalized.
We also met a few of our backers who was also at GDC. Thanks for dropping by guys. We truly appreciate it and it was good to meet some of you in person.
Overall, the event was a huge success for the team and the game. The response to the game has given us a lot of inspiration to really push forward even harder now. Being judged and given positive reviews by other developers from all around the world has given us more confidence in the project which we plan to utilize to do even better.
Release: In development
DA:Inquisition - Jaws Of Hakkon Reviews
I found four new reviews today for the just released Jaws Of Hakkon DLC.
Softpedia - 8.5/10
Dragon Age: Inquisition - Jaws of Hakkon is a good sign for the long-term evolution of the most recent role-playing game from BioWare and Electronic Arts, and it will be interesting to see whether the same pace and level of quality can be maintained in the future.
Eurogamer - No Score
Returning to Skyhold after playing the DLC I feel like it was an adventure worth taking, if not one that has particularly changed my Dragon Age experience in any meaningful way. And I think that this is perhaps the biggest problem - and maybe what fans saying this is simply "more of the same" might really mean.
Metro - No Score
There’s around five or six hours of story gameplay here, and double that if you want to collect every last shard, so for £12 it’s not the worst value for money we’ve ever seen. But although the production values are just as good as the main game at no point does this ever feel remotely essential or necessary. Although by the standards of most other DLC that still makes it better than average.
Geeks Dont Lie - No Score
If you loved Inquisition and want more of the same – Jaws of Hakkon is for you. Don’t expect any major plot revelations, or to be given any answers to any questions that may have arisen from the main campaign. While I still think the DLC could have been a little bit cheaper, the best way to get an idea of what this DLC has to offer for you is to base it on how long it took you to complete any of the other Inquisition areas. Short answer – if you’re a massive fan, then buy it. If you’re on the fence, wait for a sale to buy it and you won’t be disappointed.
Wave of Darkness - Six Days Left to Get Funded
Aurofinity & Dreamatrix latest update for Wave of Darkness with news the campaign has six days left to get funded, and the developer still needs to make $7,500 more.
So, this is it! This exciting adventure is getting close to its peak.
We are on the final countdown on Kickstarter with 6 more days! This is the most important ride of this crowdfunding endeavor, and we need your help.
Please share the news about our campaign everywhere you can and with everyone you know because we need all the backers, all the news about our campaign, basically everything we can get :-)
Did we forget something? Do you have a great idea how to promote the campaign? Drop us a comment below! Thank you for your support!
Wave of DarknessSP/MP: Single + MP
Genre: Hack & Slash
Release: In development
Pillars of Eternity - Interview @ IncGamers
Project Lead Josh Sawyer of Obsidian did a new audio interview on IncGamers this week to answer a few community questions, and to talk about Pillars of Eternity.
IG: Obsidian has always been a company with great vision, but sometimes games have been plagued by bugs on release. How confident are you that Pillars of Eternity is coming out solid?
JS: I came here to work on Neverwinter Nights 2. The early days of Obsidian were Knights of The Old Republic 2, Neverwinter Nights 2 and Alpha Protocol, and all three of those games had a lot of bugs. After Alpha Protocol we said that as much as possible we needed to fix that problem.
So with Dungeon Siege 3, that came out and it was, I don’t want to say completely bug free, but that was a really really solid launch. South Park also did really well coming out.
With Pillars, because it’s our game and we were doing some of the QA, we knew we had to take control of it and make sure it’s really solid. That’s one of the reasons why it was delayed.
With any RPG of this size there’s so many things you can do that I’m sure people are going to find something that we didn’t find when it comes out. Basically, we’re ready so that when people find things, we’re going to turn around and fix them as soon as possible; come out with a patch as soon as possible; fix anything big. Then we’re going have another patch after that to fix the longer term things people are going to encounter. It’s important that people feel they can trust us and that the game is going to be good when it comes out, but we know that given that it’s and RPG being made from scratch, and an engine that we haven’t worked with before, there’s always going to be some weird stuff that… you know… a few hundred people who might have played the game is not the same as hundreds of thousands of people… But we’re ready!
This has been a really great experience for us, we never thought we’d have the chance to make a game like this again. It’s really the dream of an independent developer to make their own IP and retain control of it, and it’s hard to negotiate deals like that. The fans that have allowed us to do this have done us a great service by helping us. So we hope that, not only that the game is good and they enjoy it, but that they enjoy the world and we can continue making more games in this setting in years to come.
The Red Solstice - Singleplayer Update
The latest post-funding update for The Red Solstice has news about the Singleplayer mode. If-case you all forgot the game was originally a Co-Op online game.
The Red Solstice - Singleplayer!
We have some big news.. as we said we were working on that singleplayer..aaand! Well you get to play it soon and we'll try to present you here what we have been working on.
If anyone of you played our multiplayer you know you are playing as a member of squad who is searching for Tyler Hunt, as intel reports he has some cruical data.
In singleplayer you get to play with Tyler Hunt and his squad, it covers stories of Unit Black Light and Unit Night Fighter!
Note: before we started working on multiplayer, we already had an idea of what we want on singleplayer, so base ground story was set!
Tyler Hunt is part of Lost Generation, a genetically modified humans. Idea was to create a world, that is affected by individuals, and then resolve the story and the world itself through the characters and their personalities, basicaly we tried to connect you to those few cruical characters in this chaotic world, we'll see if we succeded or not :)
We wanted to give a different flavour to each mission in singleplayer, so it feels somewhat special and unique, and our audience, you.. will be the final judge!
Offcourse with tons of actions and tactical decisions to create! Boss fights all over the way, can you make it till the end? :)
The Red SolsticeSP/MP: Single + MP
Release: In development
Legends of Dawn - Patch 1.51 Released
We just published a new patch for Legends of Dawn, so go on and grab it now.
Here's what you'll get:
We made some slight improvements to player movement. As you already know, there are two ways to move player around - using keyboard or by clicking on the place where we wish our player to move. We have added third type of movement now. Keyboard movement works the same way as before, just press the keys and move your player around. Mouse movement is slightly changed. If you click and release mouse button, your player will walk toward the place you clicked on. However, if you click and hold mouse button, your player will walk toward the mouse cursor.
Delay between click'n'walk and hold'n'walk is 450 ms. That means if you hold mouse for longer than 0.45 sec, your player will start following the mouse cursor.
Another small change we made is the way 'Take All' button works.
That's button with hand icon used to take all items when you open chests or crates, or other itemholders. Before this update this button worked in the following way: for each item in the chest, check if there is empty slot in the inventory and if there is, move item from chest to players inventory. And that's it.
Updated version works similar to this with few small changes. Now once you click on the Take All button, program first tries to match items in chest with stackable items in your inventory. If there is enough stack space, item is automatically stacked. If there is not enough space, program will add items to first empty slot, just as before.
On the other hand, few additional bugs are solved.
Slowdown during the combat with turrets has been fixed. All turrets should work fine now.
Player animation freezing during combat is also fixed.
Problem was caused by old animations.package which did not contain two updated animations for one hand+shield attacks. Current Legends of Dawn data tree contains some 91,000+ files sorted in 8,800 folders. These two animations were packed but not commited to current steam/retail versions. We have included those in the 1.51 patch so that should be it.
Legends of DawnSP/MP: Single-player
Underrail - Version 0.1.14.0 Released
Hey guys, the last Early Access/alpha version is here. It's available on Steam now and, as before, it will be available on other platforms as soon as we stabilize it. We are proud to present to you the Institute of Tchort in all its glory, the final urban area of the game. If you want to know more about what's left on our development roadmap, check out the previous dev log.
Release: In development
Darkest Dungeon - Preview @ IGC
A UK site called Invision Game Community published a preview of Darkest Dungeon.
While I understand that Darkest Dungeon is meant to be a roguelike, the death and penalties you suffer through playing the game seem to deter me from continuing rather than make me strive to be better. Some of the areas take a large jump in difficulty and sometimes force you to lose to learn the areas and come back with a different team setup to beat, which adds to the repetitive nature of the game even more so. The fact my characters are Level Locked out of areas really put me off, I found it annoying that my favourite character had to stand on the side lines because he felt “This area is too easy”.
The systems at work in Darkest Dungeon are the most interesting I have seen from the genre in a long while and I could see myself enjoying the final product, but right now it feels the mechanics have be exaggerated in the early release to show off what the game is meant to represent. I feel as if the values and points need to be scaled back a bit to allow for a more fluid and calming ride rather than at the moment where every 5 seconds I hear my characters shout “We aren’t going to make it out of here”
Darkest DungeonSP/MP: Single-player
Release: In development
Xseed - Ys VI: The Ark of Napishtim on Steam
Dual Shockers news that JRPG developer Xseed is going to release the next Ys game called The Ark of Napishtim on Steam. The site also mentions another game.
Following an ongoing trend, Xseed will be bringing more previously console exclusive Japanese titles to the PC this spring with Ys VI: The Ark of Napishtim and Akiba’s Trip: Undead & Undressed.
Ys VI will be available via Steam, The Humble Store and GOG.com, while Akiba’s Trip will be launching for Steam. Akiba’s Trip will support Steam achievements and contain the Visual Editor from the PS4 version of the game. Ys VI will have new features exclusive to the PC version, such as widescreen support and an intimidating Catastrophe Mode,”in which healing items can’t be purchased or stored and are instead used automatically on pickup.”.
More details, such as rating information and pricing, will be revealed in the future. More Japanese games releasing for the PC is always a good thing.
General NewsSP/MP: Unknown
Release: In development
Skyrim - Pirates of Skyrim Mod Interview
What features in the project are you most proud of?
When I created “Pirates of Skyrim”, I wanted it to be its own “system” so to speak. I could have made it into a quest mod where you would set sail, pillage some ships, return and mission accomplished, but instead I went for a radiant system where the player would have a reason to set sail to the sea of ghosts repeatedly, where you would want to pillage ships over and over. That is why the naval battles are randomly assigned and the loot is different every time, and so are the things you may or may not find on the ocean floor. In my opinion, the randomness of the battles, the loot, the ocean, etc. — in combination with the achievements you can unlock by collecting treasure that you may or may not find, contributes to the mods longevity and constitutes the best feature – and that is what I am most proud of.
Do you plan to continue supporting the project? And if so, what can you share from your current plan?
Sure. I have pretty much already shared my future plans in the forum tab at the mod’s file page. There are two main features on my list that I want to implement:
A Pirate Port — I envision a safe haven for pirates on a small island. It would be rundown at first and only a few NPCs would hang around there initially. But as the player continues to bring in loot from his/her pillages market stands and decoration would be unlocked and more and more NPCs would appear there showing the place flourishing.
A Privateering System — You would be able to obtain a “letter of marque” from either the Imperial Legion or the Stormcloaks. This would give you permission to hunt down ships of the opposing faction. The player would need to set sail to the sea of ghosts, dispose of a crew of the opposing faction, and then return with proof of the deed (e.g. a banner) to Solitude/Windhelm to receive a reward. Doing so would earn the player a positive reputation with his/her faction, and a negative one with the opposing one. This would obviously come with some consequences like being blocked from ports, attacks from opposing privateers.
Rebel Galaxy - Interview @ Zoot Plays
Erich Shaefer of Double Damage Games was interviewed this week on a blog called Zoot Plays to talk about his latest Space shooter RPG game Rebel Galaxy.
Zoot: In your opinion, is there a noticeable phobia amongst the gaming community that your team must overcome about what an indie title can and should be? And what steps are your team taking to correct (if applicable) these stereotypical views?
Erich Shaefer: I don’t think the gaming community is prejudiced against indie titles. Many do quite well with Minecraft being an obvious example, as well as our own Torchlight stuff. The challenge is getting noticed at all, especially with a game like Rebel Galaxy which has no obvious popular titles to compare it to. Our gameplay is unique and not easy to explain in a paragraph or two, but it is easy to show, so we are hoping streamers will take an interest and spread the word.
Zoot: Rebel Galaxy feels like a refreshing mix between Wild West and Pirate themes, and pure space adventuring; especially the battles reflecting that of Assassin’s Creed Black Flag and the pirate ships at war on the sea. So what were some major influences in creating this game?
Erich Shaefer: With Rebel Galaxy, we raided a diverse library of games we’ve loved playing in the past, both space-oriented and sometimes not. The list is long, but space-game-wise, I like to point to Wing Commander: Privateer and Freelancer for the open-world, ship-upgrading elements and Star Control 2 for the alien faction systems and exploration. But equally important are Sid Meier’s Pirates, Black Flag naval combat, and a ton of movies, books and TV.
Double Damage Games
Thursday - March 26, 2015
Pillars of Eternity - Massive Review Roundup
Pillars of Eternity should be released in some time zones right now, and the review embargo had been lifted from obsidian. I will just link the sites with the scores.
- PC Gamer - 92/100
- Eurogamer - No score
- Rock, Paper, Shotgun - No Score
- GameWatcher - 9.0/10
- Pixel Dynamo - 8.8/10
- Stevivor - 8.5/10
- MMORPG.com - 9/10
- Escapist Magazine - 5/5
- DealSpwn - 9/10
- Gamereactor - 8/10
- VideoGamer - No Score
- Den of Geek - 4.5/5
- PixelDynamo - 8.8/10
- GameCrate - 8/10
- PCGamesN - 10/10
We even have a thread in the forums with more reviews.
Pillars of Eternity - Reward Redemption
Pillars of Eternity should be unlocking for a majority of players in a few hours, and I hope the winners of our contest enjoy playng the game. As I know I will.
So moving on I know some of you have questions about how to redeem your baker rewards, and pre-order extras. Well here you go the latest update explains how.
Hey, everyone. After two and a half years, we're happy that you're finally going be able to get your hands on Pillars of Eternity. It's been a great pleasure to work on a traditional PC RPG again and it wouldn't have been possible without your interest, support, and feedback. We hope that playing Pillars of Eternity gives you the same feelings you had when you played the Infinity Engine games. Many of you have told us how much these games have meant to you over the years. It's always been our goal to recapture that experience as well as we can. We've worked hard to provide you with a beautiful world to explore, flexible systems that allow you to build all the characters and parties you can dream up, and a rich story that responds to the choices you make. Nothing can replace the Infinity Engine games, but we hope Pillars of Eternity is a worthy successor to that heritage.
Kickstarter Tiers and Special Editions
Due to popular demand we have created special Kickstarter Backer editions on both Steam and GOG. These editions match the retail versions of the Hero, Champion, and Royal editions, but they come with a few extra Kickstarter goodies. When you go onto your Products page on the Backer Portal you will see which Kickstarter edition was granted to your Kickstarter tier. This was done so that people could download their rewards in multiple places.
Unfortunately, we were unable to map every tier perfectly. We have many tiers, many different combinations of add-ons, and only a few Kickstarter editions. Don't worry, though, because if your Kickstarter edition doesn't come with a reward you should be getting for your Kickstarter tier you can download it from the Backer Portal. In fact, the Backer Portal is the official way to download your rewards - we will always have them available for you on the Portal.
If you would like to see what products come with your Backer tier you can find that information by going to your Orders page on the Backer Portal. If you expand your order you can click on the "What does this include?" link to see all of your rewards associated with the order.
DA:Inquisition - Jaws Of Hakkon Interview
PC Gamer interviewed BioWare Producer Chris Pickford about the just released DLC Jaws of Hakkon, and the developers plan for the future of Dragon Age: Inquisition.
What were your goals when planning out this first DLC? Presumably it's been in the works for a while.
We started this during the certification period of Inquisition. What we really wanted to do was marry the size of our exploration areas with the complexity of our plot areas—to try and get a 'critical path' plot style, which has 2000+ of dialogue, and marry that with our exploration areas which offer a huge amount of space.
With Jaws of Hakkon, what we've tried to do is thread the critical path narrative, the cutscenes and ambient storytelling through a large vertical space. Somewhere where you can climb up trees and go into the depths as well—but when you go through the plotline it's got cinematics and high-quality character moments as well.
Based on the interview more small DLC like Jaws of Hakkon is the future plan.
Is this template, an expansion that costs this much and includes this much stuff—is that the pattern going forward for singleplayer Inquisition DLC?
This is our first look at it. In this day and age in the games industry there's no such thing as a template—at least in terms of a BioWare experience. We've seen that with Mass Effect. There are different types of content and, honestly, it's a very long complicated and difficult process to figure that out.
At this point we've tried to merge the critical path, the exploration experience and the dungeon experience into one coherent, long quest. We're hoping that fans enjoy that, but obviously what we're looking for now is feedback.