Player2 reports that Broken Roads have hired Colin McComb as their Creative Lead.
RPG Legend Lends His Talents to Broken Roads
While wandering among the indie titles at PAX last year my attention was drawn to Broken Roads, an isometric RPG set in a post-apocalyptic Western Australia. While the small slice of the game on show looked gorgeous, the prospects of the 360-degree morality system and its effects on the gameplay had me hankering to see more. Now the team at Dop Bear Bytes has gotten even stronger with the addition of Colin McComb as the Creative Lead.
Wow. It's been a loooong time since I updated this page. The past couple years have been busy for me; I worked on a number of different projects. Some, like the Odyssey of the Dragonlords RPG campaign, were wildly successful. Other projects, like my work as a writer for the interactive narrative mobile app Storyscape, didn't pan out.
Unfortunately, Storyscape was cancelled after only a year. I was lucky enough to have my series - Edge of Extinction - get published before the app went dark, but it sucks knowing it's gone now. A lot of talented people were involved in my project and the other Storyscape titles (Titanic, X-Files, Life 2.0, Eternal City), and I thought we had something with real potential. But sometimes the video game industry is a harsh and unforgiving environment. (Maybe that's what inspired me to write Edge of Extinction?) If you want to get a sense of what we were doing and how it resonated with fans you can check out the Storyscape Reddit... but it might make you long for what was lost.
Fortunately for me, I have another gig now. I'm proud to announce that I'm the lead writer for Archetype Entertainment!Founded by James Ohlen - the creative genius behind BioWare hits like Baldur's Gate, KOTOR and Dragon Age - Archetype is a new video game studio under the Wizards of the Coast umbrella... and I haven't been this excited to work on a project in a long, long time! (Side note: I've always enjoyed working with WotC; they even published my first novel!)
I've been in the video game industry for twenty years now. When I started at BioWare, everything was fresh and exciting. It was a dream job - talented people working together to create epic games like Baldur's Gate, KOTOR, Mass Effect and Dragon Age. But as we grew and became more successful, things changed. We became more corporate. We were less able to make what we loved, and the teams were pushed to create games based on market research rather than our creative instincts and passions. My dream job became just a job, and I lost the enthusiasm and excitement I once had.
I know we have big shoes to fill. With BioWare, I was part of a legacy that will endure forever. We created some of the most beloved CRPGs of the past two decades. But I truly believe at Archetype we have the talent and the opportunity to do something just as amazing!
This journey is only beginning, and I know it will be long and challenging. But for the first time in a long time, I can't wait to travel down this path again!
Fextralife interviewed the devs of Pathfinder: Wrath of the Righteous additionally Owlcat shows what goes into texturing character models.
In this video, we'll be covering the interview we did with Owlcat Games Creative Director Alexander Mishulin about their upcoming game Pathfinder: Wrath of the Righteous.
There are three things you never get tired of watching: burning fire, running water, and other people doing their job well. Today we've prepared an extremely sped-up video of our texturing process for character models in Pathfinder: Wrath of the Righteous. It took our artist around 52 hours of work to finish this texture! And you are able to watch the whole process in just 6 minutes.
Hello there, "Kept you waiting huh?" like a certain stealth game, we were missing for a while. Although we never stopped working, as in this year we gear up get even more done. We apologize for being gone so long, there was just a lot of shuffling and reorganizing behind the scene that needed to be done. One of the projects was an overhaul to the shaders used in the game.
This is just a test map but I got to talk our "Environment Artist" Kevin Eriksen created the shaders he stated "I created the old shader 3 or so years ago, and it just doesn't live up to modern standards of performance and graphical fidelity. This time around I've focused a lot more on the looks and the underlying mechanics, resulting in a far more robust material with more than double the performance gain.
When also asked a simplified explanation he said If we compare the looks of the landscape to a car, the shader would be the parts under the hood making the car run , So old material = ugly old car that runs bad." Well I guess from the photos our "car" is running like new!
A new dev update for Solasta: Crown of the Magister shows off the WIP World Map, new face meshes, textures, and cutscenes.
Hello dear readers!
How are you doing? It's February already, and we're starting to iron out the first few hours of our campaign. Let us share with you some of the new stuff we've added to the game! Also, don't forget that the votes for the next mayor of Caer Cyflen are still going strong! If you haven't already, make sure you do your civic duty and go vote, citizen of Solasta.
World Map - Traveling the Badlands
Back in mid-November 2019, we shared with you a concept art of our World Map - which would be used to go from location to location. For those who may not have seen it or simply don't remember, here is what it looked like:
Today, we're happy to show you the first iteration of the World Map... in-game! Of course, there are still tons of adjustments and polish we need to do, but it's finally here and it's functional. Next step, implementing random events and encounters!
And we're experimenting around with the Day & Night cycle as well!
Say That to my Face!
If you paid attention to all our screenshots so far, you might have noticed (DC 10 Investigation Check) that we're always using Garrad, Violet, Rhuad and Vigdis. And to a lesser extent, Lena and Dek - the two scavengers you met at the entrance of the Ruins of Telema. This was mostly because we didn't make any additional faces yet, as we were mostly focused on creating new monsters, doing research on armor and the like. However, these days will soon be over!
Here are a few of the upcoming faces for PC and NPCs! And don't worry they won't all be bald, we'll have hair too I promise.
Pink Adventurers, Assemble!
New faces are not the only things we're adding these upcoming days; we're also bringing new armors and clothings onboard! Adventurers will soon be able to select from a new and improved range of armors, as well as remove their protection without going nude. Not that running through the prison tutorial with a nude character wasn't funny the first few times, but we're pretty sure it would a bit of an issue if we were to release the game in that state.
You might be wondering: "Why are they all pink?" The answer is pretty simple - we still need to add some textures! Not that we dislike the color mind you, but I don't believe adventuring in a shiny pink armor would help with those Stealth checks. Here is an example of what they should look like after we're done adding textures:
Working on Cutscenes
Cutscenes have always been an important part of our game, as we want to avoid throwing lengthy block of texts at our players every time they encounter a new NPC. Note that some games out there do the latter very well - we're not saying it's a bad thing per se - however it is not what we're going for. This is why we've been doing a lot of work to improve our cutscenes: tweaking facial expressions, experimenting with more camera angles, looking out for tiny details that would sometimes throw characters into the uncanny valley... We're no AAA studio, but you can be sure that when our community shares negative feedback with us, we'll lend an ear and attempt to fix the issue.
Operencia: The Stolen Sun is coming to Steam, GOG, PS4,and Switch March 31st.
Zen Studios' modern homage to classic first-person dungeon-crawlers takes you to the land of Operencia, an unconventional fantasy world inspired by a faraway land referenced in countless Central European folktales. An old-school turn-based battle system combines with inspiration from unexplored mythology to offer an RPG experience that feels unique yet also familiar.
Urtuk is an open-world RPG with tactical turn-based battles in a dark, low fantasy world.
Journey with a band of adventurers across an old, destroyed world. Fight your way through harsh environments. Recruit new followers, loot gear. Try to survive.
Survival RPG with focus on combat and world exploration in a dark fantasy world
Tactical turn-based combat with large maps, and environmental tactical options and carefully throughout class/skill system
Procedurally generated survival campaign
Upgrade your characters with extracts from fallen enemies
Hand-drawn graphical assets, from the world-map to battlefield, along with all characters and map objects
The world in the game is a place of pain, suffering and darkness, set with (light) fantasy features. Urtuk is the name of main character. His story begins when he escaped from the Senatorium, a place where medical experiments take place on common people.
Urtuk has suffered a mortal disease, a mutation in the Senatorium. With every day, his health condition worsenes.. Now he searches for a cure in the world. It's only a matter of time, when his mutation evolves to a level, when he finally dies.
The world is set into dark, grimy theme. There are no classic fantasy beings like elfs, dwarfs or dragons, nor powerful magic, although there are some light magical features involved.
Many centuries ago, there were powerful Giants roaming the world. They lived peacefully with humans until a war between Man and Giant began.
Now the Giants are extinct. Some years ago, few librarians studied the bones and remains of ancient Giants. They did experiments and found out, they can extract a mystical fluid from their remains - Life Essense. With this, they could add many beneficial elements into human body. Not yet known, what exact impact this fluid on a human has, the experiments continue.. Very often, instead of improving the health condition of the targe, an opposite effect would take place, inflicting a mutation or lethal disease. This was the case of Urtuk.
Valentine's Day update! The English localization is now available!
English localization available:
Bonjour révolutionnaires! The time has finally come: Banner of the Maid is now available in English! The English localization is immediately available as a free major update: if you already own the game, it will update automatically; if you purchase it now, it will be already in English.
But that's not all, we've got a surprise for you: The Oriental Pirate, the second DLC (and the first paid DLC) of Banner of the Maid that also releases today, is already localized to English. You won't have to wait to have Mu Zhiyun the Piratess leading her Oriental Pirates to battle!
We want to thank our community for their help beta-testing the localization. We are a small indie dev team, and all this would have been just impossible without your help! If you want to send us any feedback or suggestion, join our community in the official Steam forums or our Discord channel, or ping us on Twitter or Facebook.
Click here to learn：How to transfer your beta save files to release version.
New DLC - The Oriental Pirate:
Adds a new playable character, Mu Zhiyun, and a new unit, the oriental pirates, to your roster. The pirates can use both musket and blade in battles.
The pirates can loot extra treasures (collector's items & special weapons) from certain enemies with their Heroic Attacks.
Purchase the DLC and check out the new quest "The Oriental Pirate" in the salon. Complete the quest to unlock Mu Zhiyun and her pirates.
Added a new, easier mode for players who focus on the story rather than the combat.
In the Story Mode, you start the game with more resources and start each mission with a boost effect.
[NEW] Added emotional voices to dialogues and city interfaces.
[NEW] Added subtitles for in-combat voices.
[NEW] Added dialogues for side quest: "The Merchant, the Drunk and the Food", "A Defeated Opponent", "Journal of the Nameless" and "Enemy of the People".
[NEW] Added achievements for completing the main campaign in Officer and General modes. You'll automatically receive these achievements if you have a saved data with the main campaign completed.
[NEW] Added a language selection interface for first-time players. You can change the language setting later in the Options menu.
[NEW] Added an entrance for the Credits interface.
[Change] The advantage and disadvantage chart is now shown when you deploy units.
[Change] Some enemy reinforcements that appear during the Enemy Phase will not take action immediately.
[FIX] Fixed Paulette's in-combat voices.
[FIX] When the saved data is broken due to accidental termination of the game, you can still read the unbroken saves.
The final part of the four part Earth Rising expansion for Star Control: Origins has been announced.
Stardock announced the final installment of its 4-part expansion to Star Control®: Origins™ today. Earth Rising - Part 4: Earth Rises introduces players to exciting new adventures, including bar fights at Kapteyn's Bar, the reluctant return of a God, a search for a missing Commander, and more. Star Control: Origins is set in the late 21st century. The player is the Captain of Earth's first interstellar starship with the mission to explore the galaxy, find allies to help protect Earth from hostile aliens, and find the resources necessary to help Earth expand to the stars. Earth Rises is the final part in a four-part expansion pack called Earth Rising. The expansion adds a host of new aliens, ships, adventures and destinations to the already rich universe introduced in Star Control: Origins. Because Star Control is a non-linear action/RPG game, the new content does not require the player to have already completed the main story arc from the base game. Highlights of Earth Rises include:
New Missions & Quests - Search for the missing Commander Magara, keep an eye on the humans developing a deadly Terran Battlecruiser, and stop the Measured from harvesting a sun and killing an entire civilization.
New Location - Visit Kapteyn's Bar to hear the latest gossip, triumph in a bar fight, and pick up bounty hunting quests.
New Battles - Lead your fleet into epic battles against massive space stations.
New Weapons - Take on enemies with an arsenal of new weapons like the Black Hole Array or the Charged Warhead.
Star Control: Origins - Earth Rising is now available for purchase for $19.99 on Steam. Currently, the first 3 parts are available to play until part 4 arrives.
Hey everyone, figured it was time for another update.
Since the failed KSer to get a bit of extra support... I've continued to just chug away at the project. Crowdfunding has changed a lot (games in general have changed a lot!) over the last few years, and visibility is tougher than ever.
Heck, even the way Steam works now aday is completely different (with a huge emphasis on wishlists, as I've probably mentioned before).
I'm still navigating through it all and trying not to make the same mistakes I've made in the past (like with Labyrinth).
Then there are topics on development, what still needs to be done, the perils of making your game known and money.
4) Money money money.
This is constantly the big hurdle. None of this would be that difficult with some types of funds. It just becomes exponentially more difficult when trying to do a game like this with nothing (not just in execution, but personally). The big question is just how to navigate it all with such limitations.
At this point the game is actually worth "something", so it makes less and less sense to go find other work and come back in a couple years or something (that approach would make life easier in the short term, but more difficult longer term I suspect).
I've also sent out an early build to publishers. So maybe some of them want to get behind the game? But, again, that sort of thing is a very long shot.
KSer didn't work out last time (like I mentioned before, KS visibility is a lot harder now aday. They even have a "wishlist' type feature now for pre-marketing!). But I guess that is still an option in the next months (maybe with an influencer build and longer pre-marketing thing?).
Hmmm, yea, just the same issues as always I guess. Year after year trying to get this thing funded (as you all know, the bit we got from this first KSer ended up being used by the time James left and I had to restart with someone else....since then it's been quite the journey).
DSOGaming reports on a gameplay video for tactics game Corruption 2029.
The Bearded Ladies have released a first gameplay video of their new IP, the tactical strategy game CORRUPTION 2029. The video explains the background story set in a dystopian America and shows several ways to solve conflicts against the inhuman enemies that got infected by the CORRUPTION.
A new update for Pathfinder: Wrath of the Righteous announces turn based will be a part of the game.
It's Your TURN
Owlcat GamesCreatorFebruary 14, 2020
We know that many of you are eager to see a turn-based mode in our new CRPG. And though our creative vision for Pathfinder: Wrath of the Righteous is real-time with pause-we've designed and balanced the game to be played that way-we don't want to ignore the voices of a huge part of our community that is asking for turn-based mode. We see all your comments, and we know just how much you want this. The truth is that we've been working on this for quite some time already, and the plan was to announce it later once we had a playable demo. But with all the enthusiasm in the community, we decided to share it with you now.
It is official now: we will be introducing a turn-based combat option in Wrath of the Righteous!
Once again, we want to stress out that our new CRPG is designed and balanced for RTWP, but with that, we're aiming to develop a turn-based mode to bring the game closer to a tabletop experience and give more control over combat for those of you, who prefer to play turn-by-turn. You will be able to control every action your characters take. More than that, we want to give you more tools to plan ahead and employ tactics based on your party's unique composition and abilities. You will be able to switch between modes on the fly, without the need to reload the location, which will give you the ability to fight any encounter in either mode at any moment.
There is still much work to do: we took the user mod as a starting point, and then we spent a long time reconsidering the interface, and also adding some useful features-for example, we will add the ability to see the exact path your character will take toward their target, taking static obstacles and other characters into account. You will also be able to see any attacks of opportunity that enemies are going to make if the character takes this path.
More info on turn-based mode will be revealed later, after we finish the Kickstarter campaign.
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