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Fallen Gods - upcoming Norse saga-inspired roguelite from Wormwood Studios

RavenLiveIMakeNotStew

Barely Literate
Joined
Sep 19, 2017
Messages
1
can't you, like, contrast the colours on the tablet thing, so the engraved parts with stuff happenin are darker relative to the empty space parts, or have the inside of the faces (or the swirly nothing-parts) for eg. be darker like someone burned that part (like you would with wood) but its not completely black, just with blacker outlines. So varying degrees of black and grey, and woody-peach to accentuate the parts where stuff is happening on the tablet, and may be make the swirly parts where nothin is happening have tiny hints of mossy-greenish cause its an old tablet, but just enough so you can more easily separate different scenes. Stuff like that could make it easier to watch. Or just mess with colour/brightness settings in a video-editing program.

Or make all empty space darker and keep the inside of people, swirls, and things the same. Separation between empty space and objects in a scene seem like a must.

Personally I dont mind the dizzyiness aspect, cause the idea is cool enough for me to suffer through it. I know this is old but my suggestions seem obvious but no one said anything before.
 

MRY

Wormwood Studios
Developer
Joined
Aug 15, 2012
Messages
5,716
Location
California
Probably worth trying some of this stuff out. At this point, I have bigger fish to fry, though. :D (Like coding, art, writing, etc.)
 

MRY

Wormwood Studios
Developer
Joined
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Messages
5,716
Location
California
I can't imagine that anyone can make it through my slow, dull speech, but SilverSpook interviewed me about various topics, and I talked a little bit about Fallen Gods:



SilverSpook's frogs lend the thing an uncanny quality. You can also hear my scandalous butchering of a Polish team member's name.
:outrage:
 
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Darth Roxor

Royal Dongsmith
Staff Member
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May 29, 2008
Messages
1,878,475
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Djibouti
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Please note the following abbreviations:
AoD – Age of Decadence

TNW – The New World

PS:T – Planescape: Torment

MOTB – Mask of the Betrayer

D:OS – Divinity: Original Sin

DM/GM – Dungeon Master / Game Master

This is already the most entertaining beginning of any interview I had read :)
 

HeatEXTEND

Prophet
Patron
Joined
Feb 12, 2017
Messages
3,981
Location
Nedderlent
Once this is done and we have the engine we can keep for the next 3-4 games plus all the working systems, then we can consider new challenges (such as more complex dialogue system that lets you feel like you're fighting your opponent rather than clicking on lines to pass checks or a proper survival system).

:bounce:
 

Rahdulan

Omnibus
Patron
Joined
Oct 26, 2012
Messages
5,111
Vault Dweller and I did a fun interview with the indefatigable Chris Picone. I'm sure it will be more exciting to discuss in the AOD thread, but I built a big, beautiful wall of text about Fallen Gods, too: http://www.cshpicone.com/interview-mark-and-vince

Absolute must-read interview with quotable incline from both sides.

RPGs are many things to many people. For example, I know a guy who thinks that RPG’s real focus is the story, which, of course, is a bunch of malarkey. Other people are convinced that RPGs are about combat and the rest is just window dressing, but the true intellectuals among us figured out a long time ago that RPGs are about a level 1 character’s epic quest to become a level 20 character.
 

MRY

Wormwood Studios
Developer
Joined
Aug 15, 2012
Messages
5,716
Location
California
Vault Dweller and I did a fun interview with the indefatigable Chris Picone. I'm sure it will be more exciting to discuss in the AOD thread, but I built a big, beautiful wall of text about Fallen Gods, too: http://www.cshpicone.com/interview-mark-and-vince
Infinitron this MUST be featured on the front page!

sorry kid

that aint where the money is
Front page on the Watch, which also showered love on TTON and put Primordia on its curated Steam list. Why do I even bother with you rascals? :argh:

EDIT: I see that I should've checked the front page. Maybe you're good for something after all. :)
 

Merlkir

Arcane
Developer
Joined
Oct 12, 2008
Messages
1,216
Finally had the time to read the interview - very interesting! MRY's thoughts on RPGs overlap with mine to a scary extent, making me even more excited for Fallen Gods. :thumbsup:
 

MRY

Wormwood Studios
Developer
Joined
Aug 15, 2012
Messages
5,716
Location
California
You shouldn't be too excited. Fallen Gods will depend a lot on the success of its design (as opposed to writing) and there's every reason to think I'll be worse at RPG design than at adventure design... and adventure design matters somewhat less because people have become so deadened to the genre's charms that they think the design is inherently bad.
 

Merlkir

Arcane
Developer
Joined
Oct 12, 2008
Messages
1,216
Ah, that's not as important, really. I'm excited, because the game sounds generally different. And you have ideas about itemization I like. ;)
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,437
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
http://www.wormwoodstudios.com/2018/02/update-1-introducing-fallen-gods.html

Update #1: Introducing Fallen Gods

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Once, the world was better, the gods greater, the wars over, the end farther. You were born in the Cloudlands during those days, one of the Ormfolk, forever young and strong, worshiped by those below for your forefathers’ deeds. But all is not well. Now, wolves and worse haunt the night, the law holds no sway, and men’s hearts grow hard toward your kind. Fearful of their dwindling shares of souls, your brothers turned against each other ... and against you. And so you were cast down from the clouds, a fallen god broken upon the bitter earth. You rise, still free from death, with only the slightest hope of winning your way back to the heavens that are your rightful home.

Fallen Gods is an RPG inspired by the board game Barbarian Prince, the computer gameKing of Dragon Pass, and the sagas, eddas, and folklore of the far north. With a dark, wry tone, it tells the story of a god trying to survive in a dying world ruled by beings with great might and wits, but without the wisdom to heal the wounds left by their wars. The game has been in production for about four years, and its concepts have been building in my head for decades.

At the core of Fallen Gods are interactive events, choose-your-own-adventure vignettes in the spirit of the Lone Wolf gamebooks. Throughout the game, the player will enter towns and tunnels, meet strangers and friends on the road, face earthly and unearthly foes, and witness wonders of all kinds. Each of these events, accompanied by a hand-painted illustration, consists of a series of nodes, each a paragraph of text followed by several choices that depend upon the skills the god knows, the items he bears, and the followers he leads.

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These events, like Fallen Gods itself, are about exploring the game’s world, mechanics, and story. In every session, dozens of the hundreds of possible events are spread across a procedurally generated landscape in a way that creates both surprise and coherence. Events are both destinations for the player to seek out and obstacles to bar his way. They provide the landmarks and characters that bring the world to life and make geographic exploration rewarding and dangerous.

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Events also provide a laboratory for mechanical exploration. Just as the world is unique in every session, so too is the god, with different skills, strengths, supplies, followers, and gear. These things, alone and together, are powerful tools that can open up new paths, some obvious, others requiring thought and experience. Thus, for example, the Death Lore skill (allowing the god to speak to the dead) and the Wurmskin Cloak (allowing him to understand the speech of birds) can together unlock a new path through the “Windfall” event, which begins with the god finding a field full of dead starlings. Or, in “The Whale,” the player might use the Wild Heart skill (allowing him to bend beasts to his will) along with Nail (a magical spear) to draw back and harpoon his titular foe. In another example, the screenshot below shows a few of the possible forks at the start of the “All Is Lost” event.

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As the player passes along these different event paths, he uncovers more about the world and what has befallen it. This “narrative exploration” reflects three values (aside from the basic goal of engaging writing). First, what the player learns should be relevant to the game’s mechanics and thus of practical value. As in the wonderful King of Dragon Pass, an understanding of the setting’s laws and lore helps in handling both friends and foes, in making informed choices rather than guesses. Second, while Fallen Gods involves plenty of words, reading should lead to doing: there is never more than a paragraph of text before the player is back in control, either making a choice with strategic consequences, fighting foes in a tactical battle, or exploring the world while managing resources. Third, the setting should be uncanny and unsettling, rooted in the same rich soil from which modern fantasy springs, but growing along different lines.

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That setting grew from my fascination with Iceland and its marvelous Commonwealth, a nation of silver-tongued skalds, quick-witted warriors, troll-women, and land-wights, a land haunted at night by the Northern Lights, where some men still worshiped the beautifully flawed Norse gods. Where but in that Iceland would they compose an epic about a man who “was so great a lawyer that his match was not to be found”? This is Njal Thorgeilsson, the 10th century hero of the hauntingly titled Saga of Burnt Njal, a man who warns that “by the law alone will our land be built up” in a saga that vividly shows the other path, as scenes of farms and families give way to an endless blood-feud that brings Njal his fatal epithet. Where but in that Iceland would men dream up nabrok, wealth-bringing pants stitched from a dead man’s skin, or tilberi, milk-sucking worms shaped by witches from wool-wrapped ribs? What other land, so tiny, so remote, so poor, could bring forth not just Snorri Sturluson but Leif Erikson?

But Fallen Gods is not a “Norse” or “Viking” game; neither is it a Tolkien-inspired fantasy setting. Rather, like Tolkien’s own setting, it is drawn from the old lore and poured into a new glass, hopefully yielding something familiar but also strange.

Over the next weeks, we’ll be sharing more about the game’s setting and its systems, its paintings and its pixels, its music and its narration, to give you a sense of what has already been done and what still needs to be finished. The game has no targeted release date because everything about it has taken far longer than I ever imagined. Perhaps it will come in 2018; perhaps in 2019; perhaps later still. One way or the other, it will be done “in the fullness of time.”

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NEXT WEEK: Days of Yore

Incidentally, if you have not played our first game, the point-and-click adventure Primordia, it is currently 60% off on Steam:

While the gameplay couldn’t be more different from that of Fallen Gods, the games share a similar design philosophy of careful worldbuilding through beautiful artwork, rich lore, and memorable characters.
 
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