Unrest - All News
Monday - April 07, 2014
Unrest - Of Cons & Combats
Pyrodactyl Games has posted a new update for Unrest with news from EGX Rezzed, and goes into detail about how the games combat will work.
COMBAT IN RPGS: LET'S TRY SOMETHING NEW
Combat in videogames is a funny thing. Since direct physical conflict is simple, exciting, and translates universally, it's been one of the staples of nearly all genres of game since the medium's inception. There are plenty of genres where you do little but fight things. For every other genre, it's generally a question of whether you fight a lot or a little.
And it's kind of strange that we've decided that roleplaying games are one of the genres where a lot of fighting is expected--or even demanded. Because while there's nothing wrong with lots of fighting, there's also nothing wrong with not lots of fighting...which is something we almost never get.
For every minute RPG protagonists spend discussing current affairs with aristocrats, haggling over supplies, or trying to boink party members, they spend anywhere from twenty minutes to several hours hacking their way through hundreds of men, beasts, and monstrous creatures that all presumably wish their day had gone differently.
And sure--there's not a lot of wit in pointing this out. Obviously the higher volume of combat is a game abstraction, just like the inventory system doesn't really capture the sublime subtleties of keeping one's after-battle snacks in a different pouch from the harvested bloodpig gallbladders. It was never intended to be realistic. It's supposed to be fun. And while that's totally okay, what it simulates makes the player act and think in very specific ways that deserve analysis.
Let's try to look at personal combat from a realistic perspective for a second. Bear with me here, because I promise I have a more nuanced point than "this is how things work in teh real worlds" coming up here.
As a fun exercise, imagine you round a corner and see two people with swords trying to kill each other. You don't have any prior information, and for the sake of argument the anachronism doesn't really register with you. Also for the sake of argument, you know they're not high, drunk, or insane.
Let's examine what assumptions you can draw about this scenario from a glance:
- This is dangerous. One of them or very possibly both of them are going to be killed. SO:
- Each of them must think they've got a good chance at winning. If either of them thought their chances of losing were as low as 49%, they would have either avoided this fight or run away instantly. THEREFORE:
- The actual odds of either party winning are probably in the ballpark of 50-50. Obviously one of them has a better assessment of their chances than the other, but reasonably speaking, if they're both still swinging away gamely a few seconds into the fight, they're about evenly matched.
These three very reasonable premises lead us to one conclusion: they've probably been in very few fights like this before. In fact, they've probably never done this before. People who get into lots of one-on-one fights that they have a fifty-fifty chance of winning don't last very long.
Tuesday - March 04, 2014
Unrest - New Trailer & Update
Pyrodactyl Games has a new update for their RPG Unrest on Kickstarter. In the update we get news Chapter 3 is nearly finished, and the developers will be at EGX Rezzed.
No big updates--Chapter 3's almost finished, everything else continues pretty much according to plan. But we do have a new teaser trailer showing off some of our environments and interface elements on YouTube, and if you've got one minute and one second to kill, we've got just the one minute and one second to kill it with.
Notice how those trees are moving? That was so brutally hard that our team doesn't even want to talk about it. Making games is weird, man.
Want to see Unrest live without breaking into Arvind's house and guessing his password (currently oppan_gabenstyle)? Come to our stream next Sunday at 3PM GMT! Alternately, get your ticket to EGX Rezzed--running in Birmingham from March 28-30--and see the developers who aren't me in person! I mean, if that's the sort of thing you'd like to do. I wouldn't take any offense. I wouldn't take much offense. I wouldn't actually do anything about it, anyway, is what I'm getting at.
Thanks daveyd for the link.
Sunday - February 16, 2014
Unrest - Interview @ IGN
IGN interviews Pyrodactyl Games Arvind Raja Yadav about his RPG Unrest.
How far into development is Unrest?At this point, we’ve finished about 25% of development. The game is divided into eight chapters, out of which, two are finished.Eight chapters divided among four characters, right?There are actually five characters now, which we were able to add thanks to the successful Kickstarter campaign.Judging from the screenshots available on the homepage, the art style seems to have improved quite a bit from the original concept art you had posted during the Kickstarter campaign. Was it because of the successful funding?Yeah. Improving the art style is just a matter of improving the budget. Kickstarter allowed us to improve on it quite a bit.How will the game control when it’s playable? Will it be completely mouse-based or WASD?It’s currently for WASD, with mouse for the interface, but we’re planning to add alternative control schemes. Right now, it’s halfway playable with an Xbox 360 controller. You can navigate using a controller just fine, but right now, the menus need a mouse to be navigable. Menus need to be very different for controllers and for a mouse-keyboard setup.Do you have a release date?Right now, we’re shooting for a May 2014 release. That might change depending on how the development goes, though. We haven’t seen any need to push the date back right now
Friday - December 27, 2013
Unrest - Post-Funding Update #58
Pyrodactyl Games has a new post-funding update for Unrest were they wish you Happy Holidays, and give a brief status update on the game.
Best Wishes from Pyrodactyl
It looks like we're going to have a pretty solid demo prepared for this upcoming year's Eurogamer Rezzed. Content creation is going at a pretty respectable clip, and many of the assets we'll need for the actual art and level parts of the game are already finished. In-engine, we're at the point where we're tweaking things like how text appears over NPC heads and how the map should work. Right now the focus is on completing the dialogue scripts, fleshing out the story, and getting the rest of our art assets completed.
On that last note, we've added an animator named Mohd Jafar to our team to help us get the sprites looking good--both because he specializes in character animations and because it lets Mikk, our main artist, lavish more detail on them.
Our next game stream is scheduled for January 5th, 2014, at 3PM GMT. We hope to see all of you there!
Sunday - December 01, 2013
Unrest - Kickstarter Progress Report
Pyrodactyl Games has a new status report on their ancient India RPG Unrest.
Progress on all fronts
We’re going to do the usual update stuff in another paragraph or so – talk about what we’re doing, show you pretty screenshots, give the date and url of the next scheduled developer stream.
But in case you’re busy, your computer has another ten second of battery life, or you just heard local crime lords setting fire to your car, let me give you the summary: We’re on schedule. We’re on budget. No development problems. Everything is fine.
Monday - September 09, 2013
Unrest - Development Update
Pyrodactyl Games has another post-funding update giving everyone a update on the games progress.
We’re pretty well on schedule, having completed virtually all of the necessary art, coding, and programming necessary to put our first chapter together. This is more impressive than it sounds, because when you’re making the first part of your game work, that’s really the same as saying you’re making your game work. In our case it meant fixing movement, sprites, enterable houses, the ability to change screen resolutions without throwing a screw, and a laundry list of other minor things without which our game would look like a 2D Bethesda game being played on a Commodore PC on the night of the Bugmoon Prophecy.
We’re also quite far along into the next chapter of the game. Again, that’s more impressive than it sounds, because for this chapter we’re creating assets (primarily NPC sprites and slum art sheets) that will be relevant for the entire rest of the game. All the story and dialogue script is written, as well as most of the journals and popups, so there’s not much remaining besides finishing up the art and putting it all together. Our artist, Mikk, has provided this lovely and relevant screenshot of Bhimra’s slums.
One important note: we’ve received most of the backer “design-an-[x]”submissions, but not all of them. Assuming you belong to one of the relevant tiers, the deadline to fill out your survey is October 7th. Let us know if you have questions.
By the by: we’re going to showing off our build, live and totally raw, on September 15th, 3PM GMT. Swing by livestream.com/chocolatehammer to call us names, peep our fresh hot videogame goodness.
Thursday - August 22, 2013
Unrest - Claiming Your Digital Rewards
Unrest has a new post-funding update about how to claim your rewards for backing the game.
You can now reclaim your rewards by clicking on this link:
If you submitted your survey before August 14th, the email will be the one you entered in the survey - otherwise, use the email you used for your Kickstarter account (you can change it in account settings for the humble store).
And a reminder: The Pyrodactyl developer stream where we answer your questions and show off a bit of Unrest will happen on on Sunday, 18th August, 5 PM GMT at http://www.livestream.com/chocolatehammer. See you there!
Cheers and love,
Thursday - August 15, 2013
Unrest - Monthly Update #2
Unrest has the next Monthly Update available on the games kickstarter webpage.
We’re almost done with the first chapter of the game (four left now). Let’s go over what we’ve done this month:
We can load and show small interior areas directly from the level, which should mean less time spent in loading screens and more time spent playing the game. Here's an example:
We also dim the background a little when you open up a UI screen such as the inventory, map etc – a minor tweak, but helps a lot in making sure the player’s attention is on the screen they opened and in differentiating between the interactive and inactive areas.
Rutskarn has already started work on the second chapter after finishing Chapter one. We’ve already settled on the outline bar a few side-quests, and we look set to finish Chapter two on schedule. Mikk has a few minor items left for chapter one, after which he will start sketching out the city of Bhimra. You know what that means – I won’t have to reuse the same countryside screenshots over and over again! I don’t know about you, but I’m excited.
The Unrest Soundtrack, titled “Voices of Bhimra” is done!
The OST is ready to be distributed to all backers who pledged at $15 or more. It contains twelve tracks inspired by classical Indian music, and will be available in MP3, FLAC and OGG file formats. You can listen to the album here, and tell your music loving friends to buy it from our website!
HOWEVER, to give the soundtrack to you lovely backers, we must ask you to complete the Kickstarter rewards survey. Around 123 of you have not filled it at the time of writing, and I would really like it if you take the time to answer it and help us deliver the rewards to you correctly.
Finally, Our monthly development livestream featuring me, Rutskarn, Ian and Mikk will be live on Sunday, 18th August, 2013 at 5 PM GMT. Join us to see Unrest in motion, and ask us a bunch of questions about the game!
Thursday - August 01, 2013
Unrest - Status Update
Pyrodactyl Games has a new status update for Unrest on the games kickstarter page.
It has now been approximately one month since your generosity meant Rutskarn suddenly had a lot of money in his Del Taco budget. I have a lot of news to share with you, so let us start:
I have programmed collisions between n-sided polygons in the game. That was a key blocking feature - in fact, we had hired a programmer for this during the second week of Kickstarter itself, but that person bailed after three weeks of failure. Luckily, I had a breakthrough and able to rewrite collisions to add that feature in two days (yay!). Here are some screenshots that show the debug polygons and some collision stuff:
Rutskarn and I have successfully finalized the main quest draft of Chapter 1, and we are halfway through writing the sidequests. Hopefully, we will have Chapter 1 playable in near-final form (pending final art, writing, coding passes, of course) in less than three weeks, with Ian and Mac hard at work doing their scripting magic. Here's an excerpt from Rutskarn's dialogue for Chapter 1:
Radha: I like your wedding dress, Tanya.
Tanya: I don't know. Does it have to come with a cap of weird blue tentacles for my head?
Radha: Well, you are wearing a sari.
(NOTE: That is not actual dialogue from Chapter 1. Rutskarn claims no responsibility for this dialogue. His actual dialogue has at least three, usually five puns per sentence.)
Mikk has finished drawing all of the Chapter 1 sprites and locations, pending a final art pass and minor corrections, which means he is ready to get cracking drawing the city and its locations for use in further chapters.
On top of that, we're happy to announce that the Humble Store will handle digital backer reward fulfillment and purchasing of new copies for Unrest! This includes both Kickstarter and Paypal backers. This also makes it easier to add keys for places like GoG or Steam down the line, and we don't have to host servers for digital downloads. You can check out the humble store widgets on our main page at http://pyrodactyl.com/unrest.
Sunday - July 21, 2013
Unrest - Kickstarter Update
For those of you that don't remember my previous post Unrest was a story driven RPG set in ancient India seeking funding on kickstarter. The project was funded with most stretch goals met.
If anyone wants to help the project you can still do so on the games webpage. Here is a new art video and game recap to help you along if your interested.
Unrest is a story driven RPG set in ancient India in the midst of an uprising. Play as ordinary men and women struggling for safety, freedom, food for their children, and a chance at peace.
- Explore the drought and famine stricken streets of an ancient Indian city, where a fog of hunger and discontent shrouds the natural beauty of the land.
- Use the detailed conversation system to instill fear, command respect and gain the trust and friendship of others. Understand your enemies and make them see your side of the story.
- The narrative adapts to failure and death - instead of a game over screen, the plot continues and your fate becomes part of it. However, you can still save and load at any time if you want to.
- Make tough and interesting decisions in the lives of people untouched by destiny. The traditional hero’s quest of prophecy, power, and revenge forms a backdrop to your own struggles.
- Combat is brutal, decisive…and always avoidable. Bloodshed might be the easy way out in some situations, but has lasting consequences beyond those apparent on the surface.
- Hand drawn 2D art and soundtrack based on ancient Indian music to help you immerse yourself in the world.
- Full mod support lets you create your own worlds and adventures.
- Unrest will be available DRM-Free on multiple digital stores, without any DLC or micro-transactions. We promise.
Iron Man mode to make sure you deal with the consequences of your actions. (requested by the backers!)
Play-time: 20-40 hours
Regions & platforms
· Platform: PC
· To be announced
· Publisher: Unknown