Glorious Companions - Dev Interview @ Turn Based Lovers
Posted on Feb 18, 2020 02:32 by RPGWatch
The Turn Based Lovers have interviewed the devs of Glorious Companions:
10 Turns Interview with Glorious Companions Developers
Have you ever thought about how hard life was during the medieval age? Diseases, famines, poor hygiene and a lot of violence: in other words, nothing really pleasant. Now, if this is true, the question is: why videogames and videogamers are so attracted by this historical period?
In truth, I don't have a real answer but I can't stop asking myself this question.
I can just assume that the presence of so much violence and the validity of the law of the strongest were the ideal soil for the birth of heroes and legends. And everybody knows that where there are heroes and legends there are also a lot of videogames!
Anyway, if the medieval age doesn't seem to you tough enough, try to think how hard could be living in a medieval fantasy world, with dragons, orcs and all those horrible monsters.
Glorious Companions is set exactly in a world like this, a harsh world full of people (and monsters) who live only to kill you. You are wondering what can you do in response?
It's simple, fight for your own life!
1st TURN) Someone defined your game as an interesting blend of Mount & Blade and Heroes Of Might & Magic. I've also found many similarities with Battle Brothers. Now tell me, what differentiates Glorious Companions from these games? In other words, which are the original ideas behind your game?
We get compared to Battle Brothers a lot and I agree that both games are in a pretty similar vein, though contrary to what some people think, we started the development of Glorious Companions long before we've heard about BB. To be more precise the first iteration of GC came to life as far as back in 2009.
Anyway, to answer your question:
First of all, our game features races and classes. Games like Battle Brothers and Mount & Blade has a medieval setting that doesn't allow them to work much in terms of unit variety. In this regard, we are more similar to Heroes Of Might & Magic, but our units are much more customizable and you get to level them up, train them and equip them as you please.
Moreover, because our game is grounded in a fantasy setting, we get to go pretty wild in terms of unit abilities and their design. In Glorious Companions each race has their own resource and magic rules. Additionally, each unit has its own skill tree and they'll only get to equip a limited number of abilities at a time. There's your basic active abilities, passive abilities as well as what we call Master Abilities and Captain Calls. It gives us a whole new facet of gameplay that the other games don't have. Another thing is that our combat system works really well in a multiplayer environment, and it is in fact the real origin for the game itself. Initially, we planned to make a PC wargaming multiplayer game, but we decided to work on a single-player experience first to gain some footing in the genre.
Fun fact: We got our own internal multiplayer league where everyone gets to play a BO3
on Friday. You won't believe how feisty it gets, haha.
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Solasta - Dev Update #7 - Adventurers clad in pink
Posted on Feb 16, 2020 07:33 by RPGWatch
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.
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