Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Game News Druidstone Christmas Mega-Update

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,445
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Tags: Ctrl Alt Ninja; Druidstone: The Secret of the Menhir Forest

The next title to get an end-of-year update is Druidstone, the upcoming turn-based RPG from the former Grimrock developers at Ctrl Alt Ninja. They're calling it a "Christmas mega-update", although it's not really all that big. The new update introduces Druidstone's level editor, which seems quite powerful and is more evidence of the game's evolution away from its procedurally generated beginnings. The update also includes a few concept arts and screenshots, revealing new monsters and environments. Here's an excerpt:



Ho ho ho! Welcome to the Druidstone development MEGA-UPDATE! As they say, time flies when you’re having fun, but it’s still hard to believe three months(!) have passed since the last blog update. So what have been up to lately? Well, many things, glad you asked!

For instance, we now have a full fledged level editor, which allows us to make much more detailed levels. A year ago, when the game design was more heavily oriented towards procedurally generated content, we thought that we would not need a level editor at all. The levels were supposed to be mostly generated with some manually crafted rooms thrown in. But as development progressed, we felt the need to make more and more hand crafted locations and the need for a proper level editor arose. We will still keep adding new features to the editor, but as it is now, it’s ready for some prime time and we can start making new content with it.

Some highlights of the Druidstone editor:

– Seamless integration to the game, so we can start playing the edited level immediately by pressing a button, and also summon up the editor whenever we’re playing the game.

– Tools for quickly painting objects, e.g. trees, plants, grass, on the ground with mouse strokes.

– Heightmap and texture painting tools, including configurable brushes and smoothing.

– Compared to the editor we made for Legend of Grimrock, everything is now much more wysiwyg (what-you-see-is-what-you-get). For example, with the Grimrock editor you couldn’t see the effect of painting dungeon walls on the grid unless you hit the play button. Now we can just paint the walls and you immediately see them.

– Multi-level undo/redo. Pretty basic thing but nonetheless crucial to have.

Apart from the editor we also have made a bunch of new monsters, some of which have been featured in our Twitter feed. Here’s the screenshot of the Basilisk and some others behind the scenes material, in case you have missed them. We’ll probably keep updating Facebook and Twitter more frequently than this blog, so if you’re not already following us on social media and have been missing our updates, you know what to do.

Oh, and talking about the new content, check out that new location and environment set above that we have been working on. It brings to the game much needed variation to the summery forests and dungeons you have been so far. And as I write this, Juho is already working on yet another completely new environment, which we’ll feature later as the work progresses. As you can probably guess from the screenshot, the world of Druidstone, the Menhir Forest is a magical place with several different kinds of areas with unique feel to them.​

Also featured in the update is a short sample from Druidstone's battle music. And finally, there's the news that the game now has a fourth playable character (which I guess is Ctrl Alt Ninja's term for "companion NPC") who is particularly unique, though apparently they're not ready to show him yet. Next year, then!
 

Luckmann

Arcane
Zionist Agent
Joined
Jul 20, 2009
Messages
3,759
Location
Scandinavia
Not going to lie, I was skeptical at first, but Druidstone looks like it's shaping up to look awesome.

It's of course impossible to judge gameplay yet, but at least it looks like it's going in the right direction.
 

Mastermind

Cognito Elite Material
Patron
Bethestard
Joined
Apr 15, 2010
Messages
21,144
Steve gets a Kidney but I don't even get a tag.
looks great, too bad it's turn based. these guys do everything backwards. grimrock should've been turn based and this should be rtwp
 

imweasel

Guest
The screenshots look really, really nice. The music on the other hand sounds like it came straight out of a JRPG. It isn't bad, just not what I prefer.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom