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Introducing "SKALD: Against the Black Priory"
March 13th, 2019, 09:30
Hi,
SKALD: Against the Black Priory is an indie CRPG of dark, grounded fantasy with a strong retro look and feel!
The game draws heavily on "golden era" titles like "Ultima", the "Gold Box series" and the "Magic Candle series". It features party-based, story driven, roleplaying that mixes traditional tile based exploration with menu based combat and "choose your own adventure" style sequences.
The game is in late Alpha development and is fast approaching Kickstarter! This project lives or dies by the interest of the indie-RPG fanbase so I really hope to connect with some of you!
Please check it out at www.skaldRpg.com and reach out on Twitter for more info! Please reach out with comments and ideas! This is still a work in progress and I would love to get some feedback from other RPG-fans!
Some images of the Alpha-build:



Like I said: I would love to hear from you so feel free to get in touch
AL
Scape-IT
SKALD: Against the Black Priory is an indie CRPG of dark, grounded fantasy with a strong retro look and feel!
The game draws heavily on "golden era" titles like "Ultima", the "Gold Box series" and the "Magic Candle series". It features party-based, story driven, roleplaying that mixes traditional tile based exploration with menu based combat and "choose your own adventure" style sequences.
The game is in late Alpha development and is fast approaching Kickstarter! This project lives or dies by the interest of the indie-RPG fanbase so I really hope to connect with some of you!
Please check it out at www.skaldRpg.com and reach out on Twitter for more info! Please reach out with comments and ideas! This is still a work in progress and I would love to get some feedback from other RPG-fans!
Some images of the Alpha-build:



Like I said: I would love to hear from you so feel free to get in touch

AL
Scape-IT
Last edited by SkaldRPG; November 8th, 2019 at 15:22.
Watcher
March 13th, 2019, 11:28
Awesome! I love the C64 colour palette.
That's some nice retro graphics you've got there. I particularly like the ship/sea based tiles.
It's party based, so I assume there are there classes and stats etc? Could you say a little more about that? Thanks!
That's some nice retro graphics you've got there. I particularly like the ship/sea based tiles. It's party based, so I assume there are there classes and stats etc? Could you say a little more about that? Thanks!
March 13th, 2019, 13:45
Originally Posted by PongoHi and thank you for your feedback! It really warms my heart (I also love just sailing around :-D )!
Awesome! I love the C64 colour palette.That's some nice retro graphics you've got there. I particularly like the ship/sea based tiles.
It's party based, so I assume there are there classes and stats etc? Could you say a little more about that? Thanks!
This reply might end up being duplicated but I messed up whilst replying the first time and I’m having a hard time deleting existing posts ;-)
The depth of the character- and skill system of SKALD: Against the Black Priory will depend on what kind of funding I get (should I aim for 20 or 100 hours of gameplay). It’s really important for me to publish “Against the Black Priory” as it’s the first game written using the SKALD engine and it’s important for me to actually get it out there within reasonable time. This means that I will tend towards “short but polished” – also concerning the width and depth of character development.
So, keeping in mind THAT I’M STILL IN ALPHA:
I intend to have at least five (classic) classes:
- Fighter
- Wizard
- Cleric
- Rogue
- Skald (a kind of fighter-bard)
Differentiation within classes comes from “background traits” (is your fighter a mercenary or a knight etc.).
In both combat and adventuring in general I hope to have synergies between classes that enable strong interactions (A mercenary might stun opponents, that allow the rogue to backstab on the subsequent turn etc.).
This idea of synergistic parties as well as menu-based combat means that a lot of level advancement will come through adding “feats” (Taunt, Stunning Attack, Backstab etc.). I still intend to make characters customizable and hope to avoid separate feat-trees for each class.
The game will have a small number of skills and these will be based on the five primary abilities:
- Strength
- Agility
- Fortitude
- Intellect
- Personality
I avoid 6 abilities because I feel this makes it easier to make INT and PER impactful stats and not the auto-dump stats for punchy classes.
Hope this clarifies it a bit and sorry if I end up double posting! Keep in touch and let me know what you think!
AL
Watcher
| +1: |
March 13th, 2019, 14:59
I really like the looks of this project, I'll be a buyer in the future, that much I know.
SasqWatch
March 13th, 2019, 15:19
This is the only site I come to for RPG stuff, but if Skald hangs around, I'm sure he'll get questions. I no longer play party-based games but this definitely gives the Ultima III/IV vibe at first look.
--
c-computer, r-role, p-playing, g-game, nut-extreme fan
=crpgnut or just
'nut @crpgnut
aka survivalnut
c-computer, r-role, p-playing, g-game, nut-extreme fan
=crpgnut or just
'nut @crpgnut
aka survivalnut
March 13th, 2019, 15:36
Originally Posted by crpgnutHi ;-) I can't deny that the early Ultima games were huge inspiration :-)
This is the only site I come to for RPG stuff, but if Skald hangs around, I'm sure he'll get questions. I no longer play party-based games but this definitely gives the Ultima III/IV vibe at first look.
Watcher
March 13th, 2019, 20:47
Thanks the answers, sounds good! I think the "short but polished" approach is a good philosophy.
I'll back your kickstarter and look forward to hearing more about it.
I'll back your kickstarter and look forward to hearing more about it.
Screenshot Saturday
March 16th, 2019, 16:05
Did some work on the GUI to improve use of screen real-estate. The map is now 1 tile bigger and I like how images and the combat screen is now "superimposed" onto the map. I find it a bit more grounding. Or I might just be happy to see some change :-D



Anyways, enjoy your Saturday and don't hesitate to get in touch!



Anyways, enjoy your Saturday and don't hesitate to get in touch!
Watcher
| +1: |
March 23rd, 2019, 22:46
Hi! Have been playing around w camera post-processing this week! I feel like adding a option to play SKALD w a CRT filter is a small but integral part of the social contract between a retro-game dev and his fans 
Dunno if the gif below will animate but you could download it (or check it out on my twitter-feed :-) )
Anyways, have a great weekend and please keep following the SKALD project! I'm also at twitter and try to post regularly there so feel free to follow me there as well!
Webp.net-gifmaker.jpg

Dunno if the gif below will animate but you could download it (or check it out on my twitter-feed :-) )
Anyways, have a great weekend and please keep following the SKALD project! I'm also at twitter and try to post regularly there so feel free to follow me there as well!
Webp.net-gifmaker.jpg
Watcher
| +1: |
March 24th, 2019, 02:15
Looks beautiful! I immediately thought of the Gurk series, which I've played on Android:
https://play.google.com/store/apps/d…=search_result
Your game is of course more detailed and complex. Looking forward to future updates!
https://play.google.com/store/apps/d…=search_result
Your game is of course more detailed and complex. Looking forward to future updates!
March 24th, 2019, 10:41
Originally Posted by Antiquity GamesHi! I played A LOT of Gurk back in the day and it was a huge inspiration for me in that if Gurk could do it, I certainly could as well :-)
Looks beautiful! I immediately thought of the Gurk series, which I've played on Android:
https://play.google.com/store/apps/d…=search_result
Your game is of course more detailed and complex. Looking forward to future updates!
Watcher
March 31st, 2019, 02:40
This looks pretty interesting. I like the art especially. It both fits that retro style really well while also looking pretty darn great under those limitations (which are damn strict).
April 1st, 2019, 09:56
Originally Posted by pichuscuteThanks! Glad you like the art! The C64 palette adds a kind of sombre tone that really made the look of the project come together so I'm very happy w it.
This looks pretty interesting. I like the art especially. It both fits that retro style really well while also looking pretty darn great under those limitations (which are damn strict).
Have a great day!
AL
Watcher
April 1st, 2019, 14:59
That particular palette brings back a lot of great memories for me, the project is looking great, keep up the good work!
SasqWatch
April 3rd, 2019, 10:25
Originally Posted by SkaldRPGI'd say so. It makes me a bit nostalgic, and I really shouldn't even be old enough to fully remember something like the C64, lol.
Thanks! Glad you like the art! The C64 palette adds a kind of sombre tone that really made the look of the project come together so I'm very happy w it.
Have a great day!
AL
April 3rd, 2019, 14:06
Originally Posted by pichuscuteI think the C64 palette in particular, has ingrained itself in our collective video gaming experience to such a degree by now that a lot of people feel that way but it.
I'd say so. It makes me a bit nostalgic, and I really shouldn't even be old enough to fully remember something like the C64, lol.
Maybe it's a bit like how I enjoy vinyl records more despite having grown up with CDs :-)
Watcher
April 13th, 2019, 15:27
Super lucky to have gotten some awesome art from the talented Marco Pedrana (https://twitter.com/marcopedrana) who did the art for "Aeon of Sands"! Super happy with it and can't wait to use it in the game!

Also: Be sure to check out the devlog for updates!
AL

Also: Be sure to check out the devlog for updates!
AL
Watcher
May 24th, 2019, 11:35
June 3rd is the date! Can't wait! Be sure to subscribe to /www.skaldrpg.com to get the latest updates!
Watcher
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