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Messages - PaperBagCrusher

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1
We are back with another devlog! It's been about 4 months since our last one so we've got plenty of new features to talk about.

DEMO LINK : https://goo.gl/egd4TL


NEW FEATURES

- Basic Combat
- Fully Featured Inventory
- Equipping Weapons and Armor
- Setting Up and Looting Containers
- Nature Visual Enhancements
- New Environmental Objects
- Building Prefabs
- Various Optimizations
- NPC Conversation Trees
- In Game AI Logic Setup
- Trading
- AI Facial Customization
- Ability To Setup Quests In Game
- Enhanced Level Generation Via Biome Distribution
- More Terrain Stamps
- New Website
- New Demo
- Discord Server (link on website)











2
The new demo build is up on our website be sure to check it out. There's also some new stuff that wasn't in the video  :gollum:

3
I'm glad you are interested! I would wait a little while though the build on our website right now is not the one from the latest video. We will be uploading that soon and I'll post here so you can know.

4
is the kickstarter backing standard per currency or is it based on a single currency like USD?

I think kickstarter will just convert your currency to whatever currency the project uses. Our kickstarter actually failed though so I've updated the thread to reflect that. We are going to work on the game for another 9 months and then try again. I saw earlier you had a question about quests and yes players will be able to create their own complete RPG experience including quests. The possibility for extra free content is one of our main pitches.

5
We've got a pretty large update to share. There's a devlog on our youtube channel to sum it up. But basically we have like 100 new architectural building pieces that allow for a ton of building variation now. We've also started working on inventory, a food system, 1st and 3rd person character views, and setting up actions in the game which is what we will use to design quests eventually.








6
There's a new build on the website should be more stable. In other news, we are #1 in the Steam Greenlight Concepts section so thanks for the support. This will hopefully help more people find out about the game.


7
You can actually change the flying camera speed with the mouse wheel, I might have forgot to say that in the tutorials D: It does say it on the first help screen that automatically pops up though.

I've never actually tried creating a building from a foundation before.

Some of the other things sound like something else went wrong and caused that stuff to break. In that case I would try saving the level and then re opening it. I think we might have another build up today which has a bunch of bug fixes and allows you to change out the roof pieces and triangle end pieces.

8
Just a heads up it seems like the best way to run it is on medium settings and just turn up graphics settings manually instead of switching presets. At least until we get some of the bugs figured out. Also start in edit mode instead of play mode in the new build a new bug has surfaced  :balrog:

9
We actually just put a new demo build up on the kickstarter, my twitch, and the website. It has some bug fixes and a big new feature (a transform widget). So now you can move things based off the camera view and the transform widget if you prefer that.

10
Vote for us on Steam Greenlight! We are only doing a concept page right now so votes will just help other people see the game.

Greenlight Link : http://goo.gl/rYvZ0w


11
So we've got a new kickstarter video, this one is shorter and more to the point.


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@Jubal A lot of the bugs can be fixed by saving the level, returning to main menu, and then re-opening it. I'm also going to respond to your PM soon.

Our first devlog is up on our youtube channel you should definitely check that out :P


13
@Clockwork So we don't want modding to change the core features of the game that way the experience is consistent for all players and also to ensure compatibility. So some of the programming stuff will be a little limited in that sense. It will mainly be for coding AI and quest functionality.

@Jubal Thanks make sure you checkout our Youtube tutorials that way you will have an idea of what to do before you start. And definitely would like to stick around getting pretty good vibes so far.

14
This does indeed sound rather bitching.

Be sure to show some friends! We are really trying to spread the word. It's pretty hard since we weren't able to have a fan base before going into Kickstarter and people have less faith in new start-ups in general these days.

15
Hey thanks for the reply I'm glad you think the game is interesting.

So in the beginning your base stats will change drastically which are health stamina and mana, the goal is for you to not feel super powerful by the end of that because you wouldn't have had time yet to collect and master all of your potential skills. So not all of the skill trees are going to +5% damage rewards. Just some examples for the fireball spell you could choose between AOE range, burn duration, damage, and mana consumption. That spell is fairly straightforward, but its not just spells that you can pour skill points into but passive abilities too. So for example, with the two handed weapons passive ability some of the tree options could be the ability to cast spells while wielding a two handed weapon, the parry ability allowing you to knock an opponent back if you time it right, increased blocking efficiency with two handed weapons, and maybe even knock down chance. So some skills will have more interesting trees than others for sure.

So there will basically be different tiers of armors depending on what materials they are made from. Once you get to the highest tier for the most part they will be side grades that may be better in different situations or play styles. So weight will slow down movement and the speed of attacks, enchantment slots will be important for more custom play styles, and obviously the amount of armor is important. I would like to add durability into the mix but me and Kevin are still going back and fourth on that.

The worlds will definitely be populated. Once we get the custom character creator in you will be able to design custom NPCs and what their stats, faction, role, and dialogue options are. There will be quests as well which is why I was comparing it to D&D because you can tell your own stories through the level creator and play through it with your friends.

As far as enemies are concerned it definitely won't be just humans. I haven't decided on all of them yet but I definitely want to do undead, a hostile orc like faction, vampires and demonic entities. Modders can add in their own enemy types as well.

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