@MTG_Derek;,
I didn't see any bustling cities, towns with dozens of NPCs, etc. I didn't see many merchant windows, alchemy shops, or really anything that looked like a full-fledged RPG. I looked at every screenshot on the kickstarter page. Your game looks like a combat simulator with a few questgivers; at least at first blush. I definitely won't mind being proven wrong with vids of the party walking and talking in a living breathing world. I did see a scene with perhaps two people outside of the party in one screenshot. I'd strongly suggest you showing such scenes in fact.
Maybe your fist update could be about non-combat/town activities. That would help folks to see what else you have to offer outside of skills, stats, and combat.
My opinion is just mine though and there are a bunch of people who live for long drawn out combats one right after the other. I just outgrew that in the 90's
Thanks again, crpgnut. And by no means was I trying to imply that I disagreed with you--just that some of those aspects are present in the video and therefore, the demo. But I do see your point--we really wanted to drive home the fact that the foundational mechanics are solid. It's not hard for someone to put together a town and have some NPCs walking around in it--sadly, that might have performed better for us optically, but we wanted to show that we have the mechanics implemented.
That's a good point, and I hope there is some more of those aspects in the finished game.
That said, if I were setting out to make an indie RPG, I'd start in the same way - put some effort into the worldbuilding, and focus on the combat mechanics. I think that if you get those right, it becomes much easier to start slotting the rest of the content into place.
This is exactly our mantra as well. We've spent a lot of time fleshing out our content creation pipeline, which allows us to quickly iterate on new quests, NPCs, enemies and many more aspects. The analogy of building a house, while a little corny, does hold up here: have to have a solid foundation first and foremost and I see too many devs fall into the trap of building out the floors before they can be properly supported. Then again, to the average player, a fancy house is fancy regardless--as long as you don't have to live in it just yet… if that makes sense.
Backed as well. Although from the looks of it they're gonna have a rough time making the goal. They're almost at $10k out of $50k. It'll be a rough road to the end, but maybe they can pull it off a la Copper Dreams, just barely squeaking by.
Hopefully their updates get people excited throughout the campaign.
We've got a few tricks up our sleeves just yet. The campaign is only a few days in, remember, and we have some heavier press releases going out today, several updates, some cool stretch goals, and even a competition or two to announce! The best thing that can be done for us, at the moment, is simply spreading the word as far and wide as possible.
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