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Kingmaker - Resting with Camp UI
October 20th, 2017, 21:16
The latest from Pathfinder: Kingmaker tells us about resting and the camp UI.
…More information.
As many of you have certainly noticed, almost all our interfaces are full-screen and use elaborate artwork to help sustain the atmosphere. The resting process is special, because it focuses on the party's actions. To preserve the flow of the game, we made our resting interface in the form of a panel. Functionally and practically, the timeline didn't change much. The only thing we added was a watch order. As for current role adjustments, we decided to place them on the panel to the left, which is a mirror image of the main game log. On the same panel, you can see the results of hunting and other skill-checks, and at the same time dialogues between companions will take place on the main screen. Initially we intended to make this stage unskippable, but many of our alpha testers told us they'd like to make the resting process a bit shorter. So, for those among you, who are not interested in camp conversations, we give the possibility to skip this part and instantly turn to further adventure-seeking instead. Our camp interface allows you to focus on the main game screen and logically separates the camping log from the general log.
Interface mockup and camp objects sketch.
And since a video says more than a thousand screenshots, here's one for your viewing pleasure. It's alive!
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October 20th, 2017, 23:59
This shapes up quite nicely! Glad I backed!
This might be the best camp mechanics I have seen so far. They are similar to Expeditions: Viking (which is good).
It also seems they can keep their schedule.
This might be the best camp mechanics I have seen so far. They are similar to Expeditions: Viking (which is good).
It also seems they can keep their schedule.
October 21st, 2017, 00:21
I am loving what i see from this game. I was concerned when i first heard about it because i wasn't so sure of the studio. But, have been pleasantly surprised.
Keeper of the Watch
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October 21st, 2017, 00:51
Love it! This game is very high on my hype-o-meter list
Was fun to see how in-depth the camping is but also agree it can be nice to skip sometimes.
Was fun to see how in-depth the camping is but also agree it can be nice to skip sometimes.
--
Character is centrality, the impossibility of being displaced or overset. - Ralph Waldo Emerson
Character is centrality, the impossibility of being displaced or overset. - Ralph Waldo Emerson
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October 21st, 2017, 00:58
Now, that is what I'd call a proper camping for the adventuring party!!
love how animation shows people preparing food, taking a watch and having a chit chat around the fire, great atmosphere!
love how animation shows people preparing food, taking a watch and having a chit chat around the fire, great atmosphere!
Guest
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October 21st, 2017, 01:23
That does look like a pretty cool resting mechanic, nice layout.
--
"Peace is the virtue of civilization. War is its crime.”
-Victor Hugo
To check out my games library, and see what recent games I'm playing, visit my steam profile! -- http://steamcommunity.com/profiles/76561197982351404
"Peace is the virtue of civilization. War is its crime.”
-Victor Hugo
To check out my games library, and see what recent games I'm playing, visit my steam profile! -- http://steamcommunity.com/profiles/76561197982351404
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October 22nd, 2017, 11:40
This camping system seems like a natural evolution of the baldurs gate style to me. These guys have great sensibilities from what I've seen so far. At least in terms of my taste in games.
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October 22nd, 2017, 12:09
Originally Posted by rjshaeBetter than that "yummy mold" from Nethack !
Fangberry pie again? Did we run out of baked beans?

P.S. : Just watched that video : Wow ! This is how the old "Realms Of Arcania" / TDE games should have been ! Finally found something that fits so well into it !
I really like it by now !

Not sure about the rest of the game since I didn't follow it that much …
--
"Any intelligent fool can make things bigger, more complex, and more violent. It takes a touch of genius and a lot of courage to move in the opposite direction." (E.F.Schumacher, Economist, Source)
"Any intelligent fool can make things bigger, more complex, and more violent. It takes a touch of genius and a lot of courage to move in the opposite direction." (E.F.Schumacher, Economist, Source)
October 22nd, 2017, 13:16
Originally Posted by SilverYeah, what we're hearing on this seems almost in "too good to be true" territory so far. Only downside is RTwP combat, but oh well. Easily my most-anticipated game now with D:OS2 already out.
This camping system seems like a natural evolution of the baldurs gate style to me. These guys have great sensibilities from what I've seen so far. At least in terms of my taste in games.
SasqWatch
Original Sin 1 & 2 Donor
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October 22nd, 2017, 18:36
Well, I hated camping in Expeditions Conquistador (though this does look pretty different) but am still glad to see this is skippable. Listening to their alpha user's and adding this option is more impressive to me than the actual camping mechanics.
October 22nd, 2017, 20:39
I wonder if the need to find space for the arbitrarily large camping circle could become a nuisance, in tighter spaces.
--
"I cannot define the real problem, therefore I suspect there's no real problem, but I'm not sure there's no real problem."
Richard Feynman
"I cannot define the real problem, therefore I suspect there's no real problem, but I'm not sure there's no real problem."
Richard Feynman
October 22nd, 2017, 22:41
Originally Posted by StingrayFor me too, the only downside is the RTwP. But I don't think that it will prevent the game to be really good. Even though I rather play a TB game than RTwP, I consider Baldurs way better than ToEE. I do love ToEE TB-combat, but that is not enough to make the game better than BG.
Yeah, what we're hearing on this seems almost in "too good to be true" territory so far. Only downside is RTwP combat, but oh well. Easily my most-anticipated game now with D:OS2 already out.
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October 22nd, 2017, 23:10
Originally Posted by RipperThat large circle is probably by design, i.e. you may not be able to camp wherever you want in cramped corridors in a dungeon, but will have to find a more open space. Kind of smart if that's what they did really, as it makes it sort of like a moving, pseudo-checkpoint system in a way.
I wonder if the need to find space for the arbitrarily large camping circle could become a nuisance, in tighter spaces.
Guest
October 22nd, 2017, 23:30
Originally Posted by FluentMaybe, but I'd rather they just forbid camping in certain areas, if that's their intent. I think I'd find it rather irritating if I could theoretically camp anywhere, but only if I can find a spot where I can draw my full size kumbaya camping circle without bumping into any corners.
That large circle is probably by design, i.e. you may not be able to camp wherever you want in cramped corridors in a dungeon, but will have to find a more open space. Kind of smart if that's what they did really, as it makes it sort of like a moving, pseudo-checkpoint system in a way.
--
"I cannot define the real problem, therefore I suspect there's no real problem, but I'm not sure there's no real problem."
Richard Feynman
"I cannot define the real problem, therefore I suspect there's no real problem, but I'm not sure there's no real problem."
Richard Feynman
October 22nd, 2017, 23:45
Originally Posted by RipperDungeons will probably have large spaces after several tighter corridors. That's what I meant by "mobile checkpoint" design. But I'm just speculating really based on your comment about the large circle.
Maybe, but I'd rather they just forbid camping in certain areas, if that's their intent. I think I'd find it rather irritating if I could theoretically camp anywhere, but only if I can find a spot where I can draw my full size kumbaya camping circle without bumping into any corners.
Guest
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