Interview - posted by Saint_Proverbius on Wed 22 October 2003, 04:35:18Tags: Aaron Hall; Shrapnel Games; Space Empires: Starfury
Yet another chat log, this one was done with Malfador, aka Aaron Hall, and some nice chaps from Shrapnel.
[Malfador] Dungeon Odyssey was my first DirectX game, and Starfury my first Direct3D game.
[Instar] Bumpmapping requires a fairly recent card to run right
[Exitium] Not really Instar.
[Malfador] They were intended to build an engine that I could use for SE5 to create true 3D ships for the display.
* Slith (~Slith333@adsl-158-38-135.asm.bellsouth.net) has joined #RPGCodex
[Exitium] Anything newer than the Geforce 2 will run bumpmapping just fine.
[Exitium] THose MX400 cards go for dirt cheap.
[Exitium] And they handle bumpmapping perfectly.
[Instar] True. Bumpmapping does do wonders for games, look at Halo2 or Doom3
[Saint_Proverbius] Heck, look at BattleZone 2.
[SalsaDoom] Well, so long as it was optional, I don't see any problems with adding a few nice things..
[Instar] I don't know if its there in DX yet
[Exitium] Jedi Academy uses an engine that's a few years old and it's still pretty.
[Instar] it would require some more effort on the art people
[Malfador] Now, as to how many ships I can get into combat at one time, that's another question. But the main purpose was to move the space strategy genre on to the 3D era. (not that SE5 would be the first to do that).
[Saint_Proverbius] IG2 did it.
[Fyron] Yeah, but that game was lacking...
[SalsaDoom] Yeah, IG2's space battles were very pretty. To bad the game was over in an hour
[tesco] what is starshatter using ??
[Saint_Proverbius] Starshatter is a sim, though.
[Instar] Aaron, what games are you looking forward to playing? I cannot wait to get my grubby paws on Doom3 or DeusEx2
[Malfador] Bumpmapping - I'd love to add all the bells and whistles to Starfury, but time is against me. The best thing to do is to add each of these features incrementally in each new game that uses the same engine. That way it doesn't take you 4 years to get the game out (O' FreeLancer, where art thou?).
Who doesn't like a good bumpmapped starship?
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Interview - posted by Saint_Proverbius on Wed 15 October 2003, 03:39:54Tags: Bard's Tale (2005); Brian Fargo; InXile Entertainment
This would be the uncut chat log from our talk with Brian Fargo about his up-start company, inXile Entertainment and the Bard's Tale stuff he's working on. Clippage:
[Saint_Proverbius] Okay, let's start. Brian's ready. I think we're all ready. So, how'd you pick the name, "inXile" anyway?
[Brian1] well.... right after Interplay I was going to E3 in May.,....
[Brian1] and I needed a quick name to get a badge...
[Brian1] i chose the "workshop" and as a joke I gave my title "Ceo in exile"... it got such a funny response
[Brian1] that we figured there was something to it.
[Brian1] and ended up with the inXile name since inexile by itself was taken.
And that's how it all started!
Interview - posted by Saint_Proverbius on Wed 8 October 2003, 04:23:09Tags: Devil Whiskey; Shifting Suns Studios
This is the uneditted dev chat log with the nice chaps at Shifting Suns, the guys making Devil Whiskey. Here's a bit about weed since it's rather funny:
[Split_404] oh, in the demo version it sounds like someone randomly asks to try some weed? I assumed they meant mead, was this deliberate?
[FyL] that should be something else we mention here too - in the full game, the in-game music is different depending on what instrument the bard is holding
[Justin] right - it's a very cool effect.
[Shevek] awesome *firing up demo now*
[Justin] oh, some of the sound effects will be revamped.
[Justin] and you're right - it should be 'mead'.
[Senrats] NO... It was Mead...
[Senrats] No mention of weed anywhere ;)
Thanks to all the guys who showed up for this!
Review - posted by Spazmo on Thu 2 October 2003, 14:02:33Tags: Temple of Elemental Evil; Troika Games
RPGCodex reviews [URL='http://www.greyhawkgame.com/']Temple of Elemental Evil[/URL]. I think it's just darling. [INDENT]Temple of Elemental Evil is a game that has its flaws but that also has got some very strong qualities. Although the role-playing aspect isn?t nearly as strong as such RPG juggernauts as Fallout or Arcanum and wary gamers may want to wait for a patch (official or otherwise) before leaping into ToEE, the combat is simply second to none and the game is a big bucket of fun. If you like big, tactical fights with some robust if somewhat limited role-playing and some great graphics and sound, ToEE is the game for you.[/INDENT] Mmm... Turn-based. Read the full article: [URL='http://www.rpgcodex.net/content.php?id=76']Temple of Elemental Evil Review[/URL]
Interview - posted by Saint_Proverbius on Wed 1 October 2003, 08:46:43Tags: Devil Whiskey; Shifting Suns Studios
Justin Binns of Shifting Suns has taken the time to answer some questions about Devil Whiskey. Here's a bit on the old school character creation thing:
3.) Some of the mechanics of Devil Whiskey seems to limit the character creation of a party. For example, you have to roll up your attributes and only then can you select a class based on those attributes. Is there any reason why you stuck with this type of creation system over one that allowed a less restrictive manner of creation?
When we set out on this project, our goal was to create a game in homage to the great old RPG's of the late 80's. In keeping with that goal, we made design decisions that would lead to a similar experience. We believe that part of what made those old games so great *were* their limitations. If you're not worried about spending 20 hours creating a character, because the system is so thoroughly dynamic that you can tweak anything and there are 1000's of options, you can move on to play the rest of the game more quickly. Not only that, but many of us have a heritage in the old books-and-dice RPG's as well, and many of them (particularly the old favorites) work in the style described - you roll your stats, and based on those, you have certain options.
That's funny, because I did that once as a DM. I made the players roll their character attributes first, then pick a class based on what they rolled, instead of the other way around.
Interview - posted by Saint_Proverbius on Wed 1 October 2003, 06:16:34Tags: Jan Beuck; Master Creating; Restricted Area
The mostly uneditted chat log for the developer chat with Master Creating, which covers their action CRPG with the cyberpunk theme, Restricted Area.
As you can see, it was a lot of fun:
[Saint_Proverbius] What rating is Restricted Area going for, since that's a big topic?
[JanB] ItÂ´s going for M
[Saint_Proverbius] M for what kind of content? Just violence?
[Motu] use of drugs
[JanB] Everybody how likes to get defeated by a clever AI and doesnÂ´t care much about graphics should check out Imerion (www.imerion.net)
[Motu] use of alcohol
[JanB] Violence, Sex, drugs, speech
[JanB] All the funny stuff
[EEVIAC] Its not going to have a really out of place sex scene like Gothic 2 is it?
[JanB] We are discreet
[Motu] but you can have sex
[Motu] a lot of sex
[JanB] Stop that! ;)
[EEVIAC] With machines?
Thanks to all who showed up. Those who didn't, I hope your toes rot off.
Interview - posted by Saint_Proverbius on Wed 24 September 2003, 03:27:55Tags: Temple of Elemental Evil; Troika Games
The post release chat log of Temple of Elemental Evil, where Troika said things like this:
[Exitium] [Mearas] Besides removing the kids, has the game been altered in any other signigicant way as a result of switching ratings?
[TimCain] Yes. Several dialogs and quests were removed entirely, as were some characters.
[[Troika]Tom] One whole map with side quests, the brothel in Nulb, was removed
[TimCain] Plus, Tom said some bad words in a few dialogs...
[[Troika]Steve] Code was generally untouched for the censors, so I had smooth sailing.
[[troika]hnguyen] i wish the bad words were still in :(
[TimCain] Also, you will notice that Dick Rentsch is now just Rentsch
[[Troika]Tom] Tim used a bad word once, too!
[TimCain] I did?
[ReAnimator] I had to cover up some private areas on some models
[[Troika]Steve] Because Richard is such a horrible name to name someone.
* TimCain says "Done"
I want the naughty bits back!
Preview - posted by Saint_Proverbius on Mon 22 September 2003, 16:28:09Tags: Burut Creative Team; Golden Land
Yet another Zoology report about the creatures of Golden Land, that Burut CRPG filled with guns, skills, and turn based fun!
Behold, the Mennada:
These ones are the flying demons in female forms, and they are extremely dangerous. Their enormous leather wings end with hands which have claws as sharp as razors. Mennades are the creations of one old witch. That witch was unlucky - the men always had forsaken her. Had created the mennades, she had revenged herself upon all men. That's why these creatures attack only men. Their kind of hunting is interesting. Having a walk, the man sees the figure in seductive red lingerie. Of course, every good man will try to find out what has happened, and if the young girl needs help... Some of the hunters, who, by chance, has stayed alive, explain such concern that way: they have daughters, and that's why they are so deeply touched by the different problems of young girls. So, the traveller, seeeing the mennade and walking to her, gets into the trap - and he is very lucky if he stays alive.
Interview - posted by Saint_Proverbius on Wed 17 September 2003, 04:16:22Tags: Beyond Divinity; Larian Studios
This is the editted chat log from the developer chat with Larian about Riftrunner. Probably the most fun I've had in a dev chat in ages! Here's a taste:
[Exitium] [El_Gammon] Do you give us your word that the final title won't be something like "Riftrunning Riftrunner's Riftrun" or something like that?
[Lynn] sorry, no ;)
[Thorun] Why not? I like that title...
[valtar] yeah sure you do
[Relex] pray that doesnt happen...
[Lynn] I pray with you ;)
[Arhu] Every night..
[Lynn] We didnt like the DD title either
[Larian] Never say never
[Relex] lets erect a shrine for it!
[Arhu] You have my word, ElG, but that doesn't say much.. ;)
[Lynn] and kill the inventor!
[Larian] I honestly thought that when I saw Divine Divinity it was a typo in the contract
[Lynn] yes, me too - i was shocked, and not only me
[Larian] It took several hours before I finally figured out that it was for real
[Thorun] We were all shocked when Lar told us...
[Arhu] Divinity 2 is supposed to be called just that, not the Double-D-Word 2.
[Lynn] you had to see the faces of everybody - they all thought we were joking
[Larian] And then I had to listen to somebody for hours on how market research had shown Divine Divinity to be better than Divinity.
[Lynn] we still have nightmares
[Larian] Never trust market research
[Larian] Don't quote me on that when it comes to the box guys ;)
[Thorun] But later the same evening we were all so drunk we forgot about it...
[Lynn] yes, but the next day..
[Larian] Oh yes, that was very bad ;)
[Lynn] I have pics - anyone? ;-)
[Larian] Ahum - done
You can't go wrong with the truth, baby!
Preview - posted by Saint_Proverbius on Wed 27 August 2003, 12:03:29Tags: Burut Creative Team; Golden Land
Our sixth preview of the creatures you'll spot and kill in Golden Land. This part is titled Doctor Bug for reasons unknown to me. But, here's a critter:
The golden bull differs from usual one by his strength and impossible power of endurance. These bulls can survive without any food or water for some weeks. They have their name because of their beautiful skin. The costumes and dresses made of the golden bull's leather are the permanent attributes of Marvian aristocracy. That's what these beautiful animals suffer from. Hundreds of hunters search for the golden bulls in the desert, and their livestock decreases every year. That's why one can rarely meet the proudly walking golden bull nowadays. I want to ask, on behalf of entire science world, somebody who will meet the golden bull - please, don't kill him, just stay on distance.
Beef, it's what'll have you for dinner.
Preview - posted by Saint_Proverbius on Thu 14 August 2003, 06:45:00Tags: Burut Creative Team; Golden Land
Our fifth look at the zoology of Golden Land, this time featuring mountain nasties and the river area of Zarechie's fearsome beasts. Here's one of the six critters:
Legends say that wolkodlaks are evil magicians who turn into the animals and hunt for the lost people in the forests. Don't even listen to these fairytales! It is obvious that the human cannot turn into such animal - it conflicts any considerable laws. So, wolkodlaks are people who were turned into the wolf-like creatures as a punishment, probably by the evil magicians. Exactly this point of view seems to be rigorous. The modern science has already gave up the version of self-turning into wolkodlaks as nonsense, but the news from Velgrad are trying to refuse the academic point of view. The rumors say about one Elder who turns into wolkodlak at nights, but has quite becoming style of life. That means that even being the creature, this Elder does not violate the limits of good behavior. But, however, it is really not good thing to meet wolkodlak at the road. Big creature, of 2.5 meters high, with awful claws and fangs, the wolkodlak could even tear the ox to pieces.
The first four sentences of this paragraph are about the funniest damned thing I've read from a developer in a long, long time. Reminds me of the old Steve Martin SNL sketches about the medieval dentist.
Big thanks to Dmitry Glaznev and Roman Volkov!
Interview - posted by Saint_Proverbius on Thu 7 August 2003, 05:21:39Tags: Shadow Vault; Vault Dweller
Our interview with TomÃ¡s BencÃk of Mayhem Studios about their upcoming, turn based tactical RPG with the post nuclear twist, Shadow Vault.
5.) Can you tell us a little bit about the character system in Shadow Vault?
The player mostly plays for the alliance (people from the past) that tries to tear the Earth out of the invader's hands. In some phases of the game though, the player will have the opportunity to check out the game from the opposite point of view. Responsibility lies upon 6 to 15 units, depending on the scenario. It is up to the player to choose which units he will use and thereby influencing what special abilities he will have at disposal. For example - a medic able to heal wounds, a sniper working on long distances, or a technician able to operate mechanical units.
Except for standard units there are also heroes in the game. My most favorite is the powerful and mysterious Doctor Black, 9-year old boy with a cynic point of view and paranormal abilities. Major Zuzka is also worth mentioning because he can be trained to become the most powerful unit in the game.
Technicians are always a plus in the wasteland.
Review - posted by Saint_Proverbius on Fri 25 July 2003, 17:09:26Tags: Ambrosia Software; Escape Velocity Nova
Our in-house review of Escape Velocity Nova. I liked it.
For those who haven't heard of the franchise, imagine Elite, Privateer, or more recently, Freelancer. Now imagine those types of games with six major story arcs and factions to join. Imagine them with capital ships like destroyers and carriers you can purchase and use to troll around space. Imagine them using sharp, well animated 2D graphics. Imagine them with reputation tracking for each faction in the game. Imagine them with tracking pilot abilities and using that as the basis for gathering missions. Imagine dozens and dozens of outfit options for your ships, including marines to help you board ships, better scanners, engine improvements, the ability to add outfit or cargo space by converting one to the other, and much more. Sound good? Well, it is.
Yup, that's part of the intro.
Interview - posted by Spazmo on Tue 15 July 2003, 03:14:19Tags: Ambrosia Software; Escape Velocity Nova
Our interview about the recently released Escape Velocity Nova with the President of Ambrosia Software, Andrew Welch.
The Escape Velocity series has been quite popular because of the open-ended gameplay it offers, with compelling scripted story lines intermingled to spice up the action. It's really quite hard to quantify what the games are like, because there are many different approaches you can take in playing, but loosely, they are a blend of space role playing/action games with a high fun factor.
This game sounds mighty good to me.
Preview - posted by Saint_Proverbius on Sat 12 July 2003, 02:33:03Tags: Burut Creative Team; Golden Land
This is the fourth article in our series about the creatures and nasties in Golden Land. This time up, the creatures of the Silent Forest:
These are ancient forest spirits who live in dead stumps. Many people think that they are the spirits of lost trees which weren't able to leave the trees, some kind of tree ghosts. Of course, carfads are very hostile to the people, who are mostly the reason of trees' death. Carfades differ from each other: there are males and females, and males are much more dangerous than the females. Carfades have one more unpleasant thing, which is useful to know. The thing is that if they see the human, they do not attack him at the moment; they throw pieces of wood and stones, which got stuck in the wood, at the enemy. These attacks aren't very effective, but those creatures are much more dangerous in close combat. That's why it is much better to shoot carfads at the distance, disregarding the stones and wood they throw at you.
Sticks and stones may break my bones...
Preview - posted by Saint_Proverbius on Thu 10 July 2003, 09:34:31Tags: Jan Beuck; Master Creating; Restricted Area
This is a look at the general background information on the skills and attributes system used in Restricted Area, as written by Jan Beuck of master-creating.
Each character has 15 unique skills, fitting to his background and his potential. Unique really means unique - it was very important to us that there are no similar skills at all (for example, if one character has a skill that increases his attack speed, he has no other skill that effects the attack speed at all and no other character has a skill like this as well). I think this is very important as nobody needs 10 skills of each kind that do basically the same thing, maybe with a slightly different graphical effect, but somehow thatÂ´s very common. It was also very important to us that there are no skills which become worthless once you may learn a better one! All skills stay useful forever and no development point can ever be spend "wrong", except maybe for your personal opinion.
I like unique, it's good for skill sets to be unique. Easier to impliment, too!
Preview - posted by Saint_Proverbius on Mon 7 July 2003, 00:32:04Tags: Burut Creative Team; Golden Land
Nearly every fantasy setting game has it's undead, and Golden Land is no exception. In the third chapter of our series, written by Dmitry Glaznev, on the nasty critters that make up the setting, we show three of them. Here's the Navia:
Navias are evil spirits. They are the people whose body is dead, and soul was lost on its way to Veles. The body of this creature rots, and as far as the brain is the part of the body, navias become completely mad. They are quite weak creatures, but their ability to dazzle their enemies can give you some unpleasant moments. Sometimes some of the senses stay in half-rotten body of navia, and then the crowds of navias gather over this creature, making some kind of colony.
So, they're like ants, only dead, and humanoid, and mad, and no queen.. Okay, they're nothing like ants.
Preview - posted by Saint_Proverbius on Wed 25 June 2003, 19:07:20Tags: Burut Creative Team; Golden Land
Our second look at Golden Land Zoology, this time featuring Chud and Bukis, one from the forest, one from the Northern Lands. Here's a bit about the Chud:
Chudies are the prehuman race of biped creatures. As legends say, it is the first intelligent creatures created by the gods. But, gods have disliked something in them (probably, their ungovernable character), and they had created the human. The hatred of half-minded chudies against people is the envy at more loved and lucky children.
Preview - posted by Saint_Proverbius on Mon 16 June 2003, 15:37:11Tags: Burut Creative Team; Golden Land
Our first look at the zoology of the Golden Land setting, Chapter 1: Goldenland Forest.
Legends say that aspides are being born from the egg of the bird hatched by viper, or conversely. The result is predictable - the snake with wings which is not able to fly. With all its lack in physics, this creature is really dangerous and poisonous. The dexterous watcher could see how aggressive aspide waves his wings, trying to stand and show the higher growth. This is what shows the bird roots in the snake and the reptile's longing for skies. This feature can really touch anybody! Some pathfinders say that the aspides are trying to fly not only in the moments of danger, but also, for example, when they see the moon.
Looks like I'll need a bigger bug.. errr.. snake zapper.
Interview - posted by Saint_Proverbius on Mon 16 June 2003, 15:04:03Tags: Oxygen
Our first interview with Ariel Chai, the guy currently developing Oxygen, a space trading, action CRPG. Here's a taste:
9.) Are there outlets for players who aren't interested in combat? Will there be a way for those players to earn a living without killing lots of things? Can you rig a ship for running away by adding more engines and stripping weapons?
Well, nobody said you can't be a pacifist trader (I can't imagine a person buying a trading vessel for the weapons), but it's a tough world out there, you'll need to make sure you can defend yourself. (of course, you're going to see a lot less action in a trading ship)
Weapons will have no effect on cargo and vice versa, so if you don't use their space, too bad. (if I don't have it this way, things get mixed up, and too many ships will have access to powerful weapons). But in the economical level, you could invest your funds on an engine/thruster-upgrades rather than a shiny new (and big) weapon.
Well, at least trading will end up resulting in less combat situations. That's a plus.