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Timestamp
0:00 - Top RPG News of the Week
0:02 - The Elder Scrolls Online: Gold Road now Available on PC
0:57 - Astro Bot the Game Announced
2:42 - Soulmask Sells 200k Units in 1 Week
3:51 - Shin Megami Tensei V: Vengeance Launch Trailer
5:14 - Ghost of Tsushima PC Patch 3
6:27 - Guild Wars 2 Janthir Wilds
7:54 - Diablo 4 Celebrates 1st Anniversary
9:13 - Deathbound Demo is Out Now!
Kordanor presents the highlights of the Dungeoncrawler Game Jam 2024:
Dungeoncrawler Highlights - Game Jam March 2024 [EN] by Kordanor
In March it was time again for the annual Dungeoncrawlers.org GameJam, in which developers had 9 days to create a Dungeoncrawler (step based, grid based, 90 degree turns). In total 167 games were submitted, usually with a duration of 15-30 Minutes (with several exceptions), all available for free. In this highlights video I present the 5 best rated games, crawlers which received special awards by the Judge, additional personal favorites, and lastly games which have commercial aspirations:
Wizard Worm reports that the Amber Island mod for Might & Magic VII has been released:
Might and Magic VII: Amber Island Is Finally Released And It's Free!
Might and Magic: Amber Island - Release Trailer
Dive into the crisis at the heart of Amber Island, where Archmage Magnus has caused chaos with a powerful mist machine. This device blankets the surrounding seas in a disruptive fog, damaging trade and endangering lives as part of his sinister extortion. With the economy in jeopardy and political neutrality at risk, local authorities have placed a desperate bounty on the elusive archmage.
A band of heroes, drawn by the lure of fortune and adventure, are needed. Will you answer the call to navigate this mystical, mist-covered island, outsmart goblins, and stop Magnus's dark magic to restore peace and prosperity?
Wccftech is giving an overview of Dragon Age: The Veilguard:
Dragon Age: The Veilguard Features Companions Ability Wheel for Strategic Combat; Romance Has No Limitations
Yesterday, BioWare revealed Dragon Age: The Veilguard, the official new title for the upcoming installment in the roleplaying game franchise. The studio decided to drop the previous title (Dreadwolf) to place a bigger emphasis on the player character and his seven companions rather than on the villain of the story.
The focus on companions appears clear everywhere in Dragon Age: The Veilguard. Speaking to IGN, BioWare General Manager Gary McKay detailed the new companions' ability wheel players will encounter in combat.
As an RPG, strategy in combat is important as you bring two companions to every fight. Each companion brings unique powers and abilities that have a direct impact on how you choose to take down the enemies at hand. To add another layer to that strategic element, we're introducing a new ability wheel where you can pause the action and set up your next move - whether it's your companions' abilities or your own.
The ability wheel opens up a huge amount of strategic possibilities, giving players the ability to control the flow of combat and link powerful combinations of abilities between players and their companions that can quickly turn the tide of any battle. We think we've found an exciting balance between fun, fluidity, and strategy for every encounter.
There's a couple of notable tidbits here. First, Dragon Age: The Veilguard is reducing the party size from four to three, explaining why the game will have fewer available companions than Inquisition (seven instead of nine). Secondly, while not outright confirmed, the ability wheel appears to corroborate the previous rumor that players would not be able to directly control party members. It sounds like it will be very similar to Mass Effect, which also featured a party of three characters with two companions that could be issued orders.
Dragon Age: The Veilguard will also remove any limitations on companion romances, pivoting from the previous franchise entry, where companions had gender and/or race preferences (and some of them, like Varric and Cole, could not be romanced at all).
1. What made you decide to develop Monsters of Mican and what influenced it? The Might & Magic influence is quite obvious, but what else went into it? Elsewhere, you told me that you started out with a bigger project, an open world like the classic M&M games, but then decided to do something smaller for your first game. Can you give us a short summary of the game's development journey?
I've always wanted to make a videogame, ever since I made my parents buy me a videogame development for dummies style book when I was like 10 or so. For the last 15 or so years I've been actively toying with it, from learning Blender to Adventure Game Studio to Unity and now Unreal. As I'm sure is a familiar story, I made plenty of prototypes and concepts but nothing ever actually came close to materializing.
One day I happened upon a site called LPArchive that had a number of great screenshot/text let's plays of some of my favorite older games, among them were the Quest for Glory series and Thuryl's excellent Might and Magic 1-5 series. As a kid I had loved M&M 7-8 specifically, and while I had given 3-5 a try a few times I never really experienced them fully until reading this LP. I started thinking about what went into making these games and realized that JVC managed to develop the first one on his own with only the tools available in the 80s, so surely I could make something like this on my own with the amazing game dev tools we have now, right?
So over the next few years I toyed around with M&M style projects, all with a specific backstory and world building in mind that I thought was both evocative of M&M but also unique and clever in its own right. I never really got the ball rolling until a few years ago when I found a great Unreal asset pack that helped teach me how to do turn based RPG combat, something I struggled with previously.
Obviously M&M was the major influence as you can tell, I wanted to include what I thought were the best aspects from the whole series. Quest for Glory was another big inspiration, specifically in the writing/humor and the way environmental interactions should make sense and provide various options. Dragon Quest is also another influence for this game in particular once it became clear while developing that the main focus would be on the monsters themselves.
As you said, I did plan at first to make this a full open game similar to M&M1-5. I made a whole world map and planned out 5 towns and 30ish dungeons, but found that my ambition way exceeded the scope of my abilities and decided to retain the core gameplay systems but completely start over with a new more condensed game structure. I plan to go back to the big open game in the future with the lessons I've learned developing this.
2. Monsters of Mican is very whimsical. Pretty much every piece of writing contains a joke and the majority of monsters are visual puns. What made you decide to go for this tone? Is it because funny monsters are easier to create with a limited budget? A lot of them feel cobbled together from various asset packs.
My writing style has always leaned heavily on humor and more particularly puns. I blame/cherish the QFG series for instilling that in me. Also as I noted above I was also using Dragon Quest for inspiration, which is also known for excellent monster puns.
Even if I had a larger budget and better modeling skills I think I would've used the same style of monster design. I have modeled a few from scratch before, and they'd all still wind up named Tyrannosaurus Specs (a dinosaur with glasses) or Raybee (a bee that shoots lasers from its stinger). A light, jovial tone is just something I've always appreciated in games that really resonate with me.
As for how these monsters were made, I would actually say that did more to inform the story of this game than it did the tone/sillyness. I started off under the presumption that most of the monsters I made would be placeholders until I could secure funding to contract artists, but I kept having so much fun combining and editing things that it made the story concept of the "amalgam anomaly" just click into place. I had always planned on there being an ancient event that brought all the monsters to the world but the way I designed this game is what really inspired me to write it in the way I did.
Hey guys! We're back it with a new update (albeit a bit smaller than usual), and more fun stuff! This update adds a bunch of new items, bugfixes and additional polish. Have fun!
Hey guys! We're back it with a new update, and more fun stuff! This update includes a plethora of changes including new items, balance changes and a lot more. Have fun!
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