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Messages - HobGoblin42

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286
Off Topic / Funding
« on: January 06, 2018, Saturday, 12:06 am »
In general, game developers would need very good PR and coverage to run a crowdfunding campaign and infrastructure successfully on their own.

Personalities such as Chris Roberts or Brian Fargo can do it because of their popularity and indie developers such as Introversion (Prison Architect) because of their previous (excellent and unique) games, but in our case, I strongly doubt that we could reach a sufficient number of people. Besides that, we don't want to invest our energy and time into anything else than the development of the actual game. Creating our own crowdfunding platform would derail that.


287
Gameplay Discussion / party
« on: January 04, 2018, Thursday, 11:13 pm »
hey was just wondering how bi the party size will be

Up to 6 characters.

288
News & Announcements / Sound Design #2: Attentive music matters
« on: January 04, 2018, Thursday, 12:00 pm »
Google tells me that Bastian Kieslinger is (or was?) an inhouse composer at THQ Nordic as recently as mid-December 2017. Did he leave them or do you have an... arrangement with THQ?  ;)

Bastian contributed music and sound FX to various projects, including Chaos Chronicles/Realms BeyondSpellForce 3 and others.
As you might know, the game studio Grimlore Games (SpellForce 3 developer) was founded with former members of Coreplay (Chaos Chronicles developer).

289
Off Topic / rpg video games
« on: January 04, 2018, Thursday, 11:45 am »
I read on rpgwatch.com that wizard of the coast is gonna make new rpg games for pc does any 1 know if its true

According to the article on Rolling Stone (to which the news on rpgwatch refers), WotC aims to release D&D games for different platforms and formats:
Quote
“We are looking at TV series or movie deals as well as more web-based content and actively pursuing a larger slate of video games for D&D,” Cocks says. “Right now we have a slate of four to five coming in 12 to 18 months and five or six set for 2020 and beyond across a variety of genres.” While that may sound like a lot, since 1987 there have already been more than 100 games based on the slew of D&D properties, he noted. “At its core, D&D has a couple things going for it: A rich lore and rich history and six or seven different worlds. That’s a rich vein to be able to tap into. Also, the history associated with it means that when you play D&D it feels very authentic because it’s a mature property and has had so many iterations of it. The secret to D&D is that really the rules are just guidelines.”
Rolling Stone

290
News & Announcements / Sound Design #2: Attentive music matters
« on: January 03, 2018, Wednesday, 03:34 pm »
On the technical side, modern computer game development, especially in the field of roleplaying games, it appears, is very heavily focused on the visual presentation. Eye candy sells, there can be no doubt. Many will argue that music and the sound design are somehow important, too, but for the most part, it is the graphics that draw players in.

Back in the early days of computer games, computer RPGs never really considered graphics as their key focus. A large part of the reason was that hardware limitations kept things in check and so, game designers turned to music and sound effects to create the proper atmosphere. Nowadays, we have come to think that a bunch of hyperrealistic graphics with some epic music underneath make for great atmosphere, but you really couldn't be more wrong.

Music offers very subliminal ways to manipulate the player's mood. Especially in computer games it can affect the mood in so many different ways. And that’s the reason why we care not only about adequate graphics but also about precisely-tailored music (and sound effects, as you already know). To achieve this goal, we pay a lot of attention to the creation of the music for Realms Beyond.

We are currently working on the different combat themes. To achieve a dense atmosphere, we decided that we needed not only one but several separate themes. The driving force behind this decision was that e felt it was important to underscore different types of combat situations with different types of music. A small skirmish has a very different feel than an epic battle and the music needs to reflect that appropriately.

But it goes beyond that. Skeletons, for example, are very different from human knights. Not only do they look different or fight differently, no, they also have to have a different sound design. It is our job to create different types of atmospheres for different kinds of encounters because after meeting the skeletons, an encounter with goblins or a diabolic demon should also have a different sonic quality.

DilrubaBy the time it is all said and done, every type of enemy will have it’s own rhythm, harmony or motif and, perhaps, even it’s own signature instrumentation. This will be in addition to the original Realms Beyond instrument setup, consisting of a string sextet, some large o-Daiko Drums and several other instruments that have very unique sound qualities to fit in with the dark and gloomy mood of our game.

But I get it, talk is cheap. You want to hear something. Alright. Let’s take a look at the Undead. If you get tangled up in combat with these guys, aside from the standard string sextet, you will also hear a scary-sounding Indian dilruba, along with the sounds of anklungs, which always remind me of rattling bones.

To illustrate this, here are three sound samples for you to listen to. Each one represents a different type of enemy. But please keep in mind, we have slightly reduced the quality of these MP3s to conserve bandwidth here on the web. In the final game, you will be able to enjoy music and sound effects in much higher quality, of course. I should also point out that music is still a work in progress and that what you hear is not a final piece of the game.





Music by Bastian Kieslinger.

Goto Blog Post

291
Off Topic / Funding
« on: January 02, 2018, Tuesday, 03:01 pm »
Since this looks like a pretty ambitious project, I was wondering if you have decided yet on a funding source (publisher / crowdfunding / both?)

We probably wouldn't have started the project Realms Beyond at this scale without the access to the groundwork of Chaos Chronicles.
The further financing of the game will surely base on more than one type of income, but right now, we're still evaluating all options (except selling the ip to a publisher/investor)

292
News & Announcements / Exploring the World #1: Worldmap Travelling
« on: January 01, 2018, Monday, 10:06 pm »
oh... naturally.. grad to have got confirmed.  8)

how big is the world map ?
is it bigger than remake of ROA 1 for example ?

Since we will have oceans to cross and different continents to explore, I think it's much bigger. But it's quite difficult to compare our worldmap with other RPGs, because we're using hexagon fields (each one covers circa 2-3 miles).

293
News & Announcements / Exploring the World #2: Camp and Survival Part 1
« on: January 01, 2018, Monday, 09:01 pm »
You’re an adventurer. For most of the time, that means, being a traveler. And you can’t just keep walking all day long and then on through the night. So what do you do when you reach a clearing in the woods at dusk and have no idea how much longer you will have to walk until you may reach another city? Camping is what you do. You pitch a tent for the night and you try to get some rest.

Camping in Pool of RadianceFor most D&D-based games, resting was an extremely important feature because it enabled you to recharge your spells. Aside from the elementary feature of memorizing spells or powers, in Realms Beyond, your party members will be able to use the time during an encampment to cook, eat, hunt, collect food, cure wounds or to identify items.

But encampments don’t come for free. There is always an inherent danger in staying out in the open at night, such as surprise attacks. As a result, setting up camp will become this balancing act because the longer you travel, the more it tires out your party members. Eventually, they will be exhausted, and once they are exhausted, they will become easy prey for a horde of Goblins that they would otherwise take with one arm tied behind their backs.

Camp in Bard's TaleThe key feature that is at play here can be called Resource Management. You have to weigh the dangers of resting in an unknown area (and risking a random encounter) against the downsides of forcing your party to press on. It adds just one more consideration to the list of things you have to contemplate before leaving a town and setting off into unknown territory.

Camp in Realms of ArkaniaAs mentioned above, setting up camp can be a risky undertaking. You are never alone in the woods and whatever monsters are roaming the dark, just outside the circle of light from your campfire, might consider you easy prey. But not all dangers come with the falling of darkness, even during the day, a camp may find itself the target of a surprise attack by roaming monsters.

In certain areas, it might make more sense to rest at night, since humanoids like Orcs and Goblins prefer to sleep during those nighttime hours. But there are others. Creatures of the night, and it might be safer for you to travel under the cover of darkness when the air carries sound better and you can hear every noise. It may just save your life when something awful decides to leave its lair where it hides during the day in search of prey.
Goto Blog Post

294
Off Topic / Happy New Year
« on: January 01, 2018, Monday, 12:29 pm »
Happy New Year everyone!

Let 2018 bring us new amazing worlds to explore!  :salute:

295
Character and Combat System (SRD 3.5e) / Player Races
« on: December 31, 2017, Sunday, 04:03 pm »
This material is published under the OGL
Player Races



When creating characters, the player can choose from six different races that include, Dwarves, Gnomes, Humans, Elves, Halflings, Half-Elves and Half-Orcs. Each of these races have different strengths and weaknesses.

Race             SizeBase SpeedStarting      AgeMiddle      AgeOld Age      Venerable
Age
Misc
HumanMedium30 feet
6 hex
15 years35 years53 years70 years
  • 1 extra feat at 1st level
  • 4 extra skillpoints at 1st level
  • 1 extra skill point at each additional level
ElvesMedium30 feet
6 hex
110 years175 years263 years350 years
  • +2 Dexterity, -2 Constitution
  • Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects
  • Low-Light Vision: elves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions
    of poor illumination
  • Weapon Proficiency: elves receive the Martial Weapon Proficiency feats for the longsword, rapier,
    longbow (incl. composite longbow), and shortbow (including composite shortbow) as bonus feats
DwarvesMedium20 feet
4 hex
40 years125 years188 years250 years
  • +2 Constitution, –2 Charisma
  • Dwarf base land speed is 20 feet but they can move at this speed even when wearing medium or heavy
    armor (unlike other creatures, whose speed is reduced in such situations)
  • Darkvision: dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise
    like normal sight, and dwarves can function just fine with no light at all
  • Weapon Familiarity: dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons,
    rather than exotic weapons
  • Stability: dwarves gain a +4 bonus on ability checks made to resist being bull rushed or tripped when
    standing on the ground
  • +2 racial bonus on saving throws against poison, spells and spell-like effects
  • +1 racial bonus on attack rolls against orcs and goblinoids
HalfingsSmall20 feet
4 hex
20 years50 years75 years100 years
  • +2 Dexterity, -2 Strength
  • +1 racial bonus on all saving throws
  • +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving
    throws in general
  • +1 racial bonus on attack rolls with thrown weapons and slings
GnomesSmall20 feet
4 hex
40 years100 years150 years200 years
  • +2 Constitution, –2 Strength
  • Low-Light Vision: gnomes can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions
    of poor illumination. Gnomes retain the ability to distinguish color and detail under these conditions
  • Weapon Familiarity: gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons
  • +2 racial bonus on saving throws against illusions
  • +1 racial bonus on attack rolls against kobolds and goblinoids
Half-ElvesMedium30 feet
6 hex
20 years62 years93 years125 years
  • Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against
    enchantment spells or effects
  • Low-Light Vision: half-elves can see twice as far as a human in starlight, moonlight, torchlight, and similar
    conditions of poor illumination Half-Elves retain the ability to distinguish color and detail
  • Elven Blood: For all effects related to race, a half-elf is considered an elf
Half-OrcsMedium30 feet
6 hex
14 years30 years45 years60 years
  • +2 Strength, –2 Intelligence, –2 Charisma
  • Darkvision: Half-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is black and white only, but
    it is otherwise like normal sight, and half-orcs can function just fine with no light at all.
  • Orc Blood: For all effects related to race, a half-orc is considered an orc
Source: D&D Wiki - Races

296
News & Announcements / Exploring the World #1: Worldmap Travelling
« on: December 30, 2017, Saturday, 03:18 am »
agreed.

but restricted to slow travel isn't good. i want some general (and special maybe ?) alternative way for faster travel both on land and water.
and accompany with local pathfinder npc to make things fast would work as well. like high mountain, deep forest, uncharted sea area and so on.

There will be horses, carts, carriages, ships ....

297
News & Announcements / First Screenshots
« on: December 30, 2017, Saturday, 03:17 am »
is there any function to make interactive objects stand out ?
with Alt key to show outlined or something ?

Yes, beside outlines on mouse over, you'll be able to display the items' names via key.

298
Gameplay Discussion / Coinage and Wealth
« on: December 30, 2017, Saturday, 02:26 am »
I wonder if it went hardcore like horse itself needs supply too, makes it similar to the rocket that quite a lot fraction of inv space went to supply while not much went to the things you actually want to carry with the horse when traveling on the desert/ other barren or hostile biomes. However, non-barren biomes such as grassland the impact is minimal as you have water and grass all around.  Even though, the supply requirement should be disabled at these biomes as it will be an annoying feature even they are easy to deal with each time.

I think, simulating pasture management for horses would be definitely over the top. Furthermore, regarding mounts and vehicles, we generally favor comfortable mechanisms over realistic simulations. You won't lose your horses or cart when leaving a dungeon at a different exit and your ship will not sink when your party debarked to explore an unknown island.

299
Off Topic / Cheering on developpement
« on: December 28, 2017, Thursday, 01:13 pm »
Bienvenue et un grand merci pour la félicitation!


300
News & Announcements / Sound Design #1: Details are everything
« on: December 24, 2017, Sunday, 04:58 pm »
Discussions about coinage and spending have been moved here

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