Tuesday - April 17, 2012
Ashes: Two Worlds Collide - Crowdfunding Campaign
Long time readers may remember Ashes: Two Worlds Collide, which I was surprised to find was still in our database. Despite disappearing from view many year ago, it seems the team still wanted to complete the game and now they have launched a crowdfunding campaign. Not being US-based, they can't use Kickstarter, so their campaign is online at IndieGoGo seeking $100k:
Ashes: Two Worlds Collide is an original, single player RPG game built on the philosophy of old school rpgs and is strongly inspired by three milestones of RPG history: Ultima VII, Drakkhen and Demon's Winter. We're trying to replicate the exploration, atmosphere and compelling plots of these classics while adding some other features.
Open Seamless World:The world of Ashes is open and seamless. You are free to travel where ever you like within the natural constraints of the game.
Story:Ashes: Two Worlds Collide represents one of many stories forged in the minds of a group of pen and paper rpg players over a period of 10 years. Plots, quests and characters were all sculpted with intricate detail.
Tactical Turnbased Combat:We're not talking Jagged Alliance but we are hoping to implement tactical elements into the turnbased combat system. Anyone who has enjoyed turnbased combat will be relieved to know that Ashes is certainly not a hack and slash game.
Characterised Party:In Ashes You get to create your own party of four characters but they won't just be a bunch of names and stats. For each member you'll also have to choose a personality (valiant leader, cynical wrangler, shy intellectual and eccentric weirdo) which will play a very important role in the game.
Party Dialogue:Ashes is all about role playing a party rather than an individual with followers. As such the dialogue system lets you speak using the voice of any party member and use their individual skills as you see fit.
Reputation:Ashes will use a simple but effective reputation system. Kill innocents or steal and your reputation will follow you. Guards will begin chasing you as you enter a town, merchants will refuse to trade with you, and if you really get too far - be prepared for bounty hunters seeking your head.
Living NPC's:NPCs don't just stand in one place all day. They live their lives, work in their shops, walk around, eat at lunchtime, sleep at night and so on.
Sunday - March 18, 2007
Ashes: Two Worlds Collide - Game Update
ShadowMoses, one of the creative minds behind Ashes:Two Worlds Collide and a regular visitor to our forums, sent me some information on where the game is currently at. This is a small budget Indie game which should appeal to all those traditional RPG lovers out there who are decrying the paucity of good 'old fashioned' games on the market today. Here's the latest from the 'source'.
Anyway, Ashes is progressing well although slowly. The engine went along two code paths for a while due to a different implementation for the scheduling system but the latest build is almost complete which should bring everything together. It should include npc schedules, finished TB combat, particle system, party dialogue system and a new GUI system. With this the engine will be almost complete.
We've started building the actual world - which is 9 times bigger than U7 and i'd say a large proportion of the gfx content it done, it's just a matter of placing it on the map.
We hope to release a video or two in the future showing npc schedules and combat and there is a possibility of releasing a small demo... maybe the starting island or something but don't hold your breath, it could be a while!
Visit their website for more details about the game, here .
Friday - December 15, 2006
Ashes: Two Worlds Collide - Interview @ StrefaRPG
The team behind the indie project Ashes: Two Worlds Collide has been interviewed at a site called StrefaRPG. Here's a snip:
It is very popular to create two endings in games nowadays; one for good characters and the second for evil ones. Have you considered this for Ashes?
Andrea: We’ve considered this: my point is to have various “false endings” and only one true ending in case you manage to accomplish “100%” of the game. To elaborate on that, a "false ending" is a point of the game where you think you've done it, you've solved the main quest or defeated the head foe. But maybe he isn't really dead and if you keep playing a bit, maybe to solve some unifinished side quests or so, you will be introduced to a new chapter of the main plot. Something like that: for example, think of Demon's Winter. For half of the game you think you have to defeat this demon named Xeres. When you finally find and kill him - and it's a long way to do so - the game let you think you've saved the world but at the same time *hints* there may be more.. and infact, Xeres - in the end - was only a puppet of higher evil forces.
A bunch of new screens accompany the article or can be found here at the official site.
Information aboutAshes: Two Worlds Collide
Regions & platforms
· Platform: PC
· Publisher: Unknown