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KickStarter Stygian: Reign of the Old Ones - a Lovecraftian Computer RPG

Deleted Member 16721

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Disclaimer - I am the biggest fan in the world of RPG Stats. I love numbers in RPGs, dice rolls, attributes and character building, etc. The more of this the better. However, it's also very important as to how the stats are presented. The presentation of the stats window in the screenshot you posted needs a lot of work.

For an example of RPG Stats done right, check out Arcanum, or Morrowind, or any number of older RPGs that used stats and numbers heavily. Little details like this go a long way, IMO.

The paper doll section of the inventory looks neat. Great touch that you can see the items equipped as that is another minor detail that goes a long way. Good work!
 

agris

Arcane
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6,758
fluent what do you mean, like how it says what the stat is and lists the numerical value? This looks better than Torment's inventory/stat panels already.
 

Taka-Haradin puolipeikko

Filthy Kalinite
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They showed mockup of character screen earlier.
ruaeIUJ.jpg


I think it is fine that inventory screen only shows derived stats.
 

Deleted Member 16721

Guest
They showed mockup of character screen earlier.
ruaeIUJ.jpg


I think it is fine that inventory screen only shows derived stats.

This screenshot is pretty nice. Simple, but a good start. I love that there are that many crunchy RPG numbers-stuff in the game as well.

As for inventory showing derived stats, that should still look good as well. I would prefer some sort of sidebar or even a meter of some sort instead of plain numbers there. Something more visually appealing.

I love that font too.

The font is nice, agreed. :)
 

Taka-Haradin puolipeikko

Filthy Kalinite
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
I would like to see some info about their "Perks" and "Traits" system.
If they can include those systems in game in addition of Belief system.
 

Deleted Member 16721

Guest
I'm just saying that a very basic stat screen (speaking specifically of the inventory derived stats panel and to a lesser extent the character screen) like that is A) what every game does now, and B) is just too sterile, IMO.

It's a pet peeve of mine recently as there seems to be this trend towards an almost overly simple and devoid of character presentation and design in many games. It seems inspired by Android development and a desire to be very efficient and simple to understand, etc. Go look at a typical RPG on Android and you will see what I mean. Even Diablo 3 is guilty of this.

Some sort of way to make stats more visually interesting will go a long way.

740full-arcanum%3A-of-steamworks-%26-magick-obscura-screenshot.jpg


18544-arcanum-of-steamworks-magick-obscura-windows-screenshot-trading.jpg


latest


^ These may not be technically the most efficient UI designs ever, but they more than make up for that by being visually interesting and charming, and the exact opposite of sterile. These types of things again go a long way to the overall presentation and feel of quality from an RPG, IMO.

That said, I don't expect this game to be Arcanum 2 or anything, and I hope I'm not being negative by voicing these criticisms. I think this particular game looks very promising and I will definitely check it out, and I'm thrilled that devs are still making games with stats, numbers, dice rolls, etc. Just posting this as kind of a Fluent's Free Advice post for future RPG devs. :)
 

Doctor Sbaitso

SO, TELL ME ABOUT YOUR PROBLEMS.
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I'm getting Arcanum vibes a bit in the art direction, which can be good or sleep inducing depending on perspective.
 

Scrawled

Cultic Games
Developer
Joined
Mar 20, 2016
Messages
78
Greetings Fellow Collectors of Eldritch Artifacts!

In this update we'd like to share Stygian's inventory system.

Let's start with a video showcasing the system, and then talk more about its features and our design approach.



Stygian's inventory consists of the following sections:

Paper Doll - shows all the items the player currently has equipped, including weapons, outfits, artifacts, a backpack and things of that sort. We are pretty sensitive about customization and aim to display the player's choices with as many visual representations as possible. We're also designing unique models for special items such as rare weapons and gadgets. We are keenly aware of the fact that we RPG players love to play with our dolls, preferably voodoo dolls...

4m04qWV.jpg

Equip your character, in style...

Statistics​
- shows almost all of the secondary statistics which affect combat and exploration. Potential effects of the items will be displayed as a tool-tip in the form of colored numeric modifiers.​

qJJlKK3.jpg

We haven't forgotten you Min-Max scholars

Party inventory - shows all items in the party's possession. Stygian uses a shared inventory system so you won't need to spend time shifting carried items from one character to another. Less item management, more black magic, count us in!
70UIVUO.jpg

Did we tell you that we're also fans of adventure games?

Item category tabs - grant easy access to all the items you'll need to prolong your hopeless struggle against the shapeless horrors of the abyss. Tabs are divided into the following categories: Weapons and ammo, outfits, consumables, tools and gadgets, artifacts, books and tomes, quest-related items, miscellaneous, and of course the favorites tab, which can be customized by the player.
JK8OQgO.jpg

Quick items - allows you to set certain items to be instantly available during combat and exploration. Don't forget to add your favorite smokes to one of the quick item slots. Cigarettes are essential for reducing stress but remember not to smoke them all because the Cigs have become Arkham's rising currency!
ClOObjg.jpg

As you can see, we tried to build upon the inventory features typical of western role playing games while balancing convenience and thematic flavor. We also chose to use larger icons for our items in order to include more detail, increase immersion, and show off the efforts of our talented artists.

Finally, for the closure of this unholy update, Cultic Games present you the talented leather artisan, Master Sebo, working on our Special Edition Game Tomes! These hand made books of madness will bring doom to your neighborhood when the game is out.
AOmDLKs.jpg

No human skin was used in production of our special edition tomes

So please share your opinions with us fellow cultists and seekers of the forbidden knowledge. Are we walking the path of desolation gracefully?

Until we meet again, sailing through the tides of the black unknown...

Team Cultic
 

ragnor

Educated
Joined
Dec 11, 2012
Messages
43
New update:
The Menace in the Ambience: Composing Stygian

Greetings Listeners of the Forbidden Melody!

In this update we'd like to share some of the musical compositions you'll be hearing throughout Stygian and share our composer Asli Kobaner's thoughts on the process. We'll also be unveiling more on the production plans of Stygian.

Please note that all the tracks are still work in progress. This means we're still measuring the sanity levels of the captured subjects while exposing them to Stygian's music constantly. We will update you on the results.

In the meantime, here are some samples:

Desolate Arkham

This track will be accompanying you through some of the hubs in south Arkham.

The Bank of Lunatics

There is something wrong with the Bank of Arkham.

Combat Theme (Bank)

The conflict is imminent.



Let's hear what Asli has to say on her work:

"Since the beginning of Stygian, I've been closely entangled with researches on game music architecture. I endeavored to develop a general approach by identifying the structural model and its sonic needs through collective brainstorming and individual work.

In this context, quest flows supply a narrative ground to distinguish different sound types and musical content. Lists and maps specifically serve to track and categorize these materials: a general map for tension and release patterns throughout quests, an inventory of virtual instrument plugins, effects, sound banks and recorded performances, lists regarding the amount of diegetic and non-diegetic material. All these processes aim to bring out the sonic world of Stygian.

I think the boundaries between what is “music” and what is “sound”- yes, this old issue- is relative, or at best, obscure. Similarly it can also be hard to separate the “musical” composition from the sound design when it comes to Stygian. Even though most of the audio materials are functionally categorized (such as foley sounds, ambiences or leitmotivs), they feed each other blending in various combinations throughout the gameplay. With an assemblage of these echoing, imitating, contrasting, looping, music is adapted to the variability of the gameplay duration.

As for the musical grammar, certain stylistic languages are employed:Indian ritual references, period music such as early jazz and late romanticism, and a wider array of musical expressions influenced by the works of Jonathan Harvey, George Crumb, György Ligeti, Alvin Curran, Stravinsky, Gerard Grisey and Fausto Romitelli among others."

And here we present you the illustration you'll be seeing at the combat loading screens. With this approach, we aimed to create a more general feeling of terror and ever-shifting, constant sense of danger instead of focusing on individual Mythos entities.

e7c5ce11b1fb2b0c3ee116a049b14e96_original.jpg

Do we need to say that the figure in the middle of the party represents your character?
Last but not least, we finally have a release date for our special backer demo. You'll be wandering the uncanny streets of our doomed town in August, this year. We were expecting to land it in June but have decided to share a more complete experience. Expect more than a thirty minute long starter snack...

639ffe801dd47cef6e924a98983c096f_original.jpg

Welcome to Schmidt's Antiques. No lighting applied.


As for the release date, we've been seeing the possibility of Stygian becoming a more defined and involving game each day as we complete the tools and systems which enables us to create more content efficiently. We believe we can turn Stygian into a longer and more polished experience from a humble indie title with a modest budget.

Let's see what our extended demo has to offer, then we can talk more about our wicked plans. If we are not satisfied altogether, there is no need to hope for more.

We're also working on the Dreamlands quest as we promised, along with the new archetype Explorer and her prologue chapter.

We have to go downstairs now. You know, unfinished business in the torture chambers and all...

We'll meet amidst the black seas of infinity.

Team Cultic
 

---

Arcane
Joined
Dec 19, 2015
Messages
1,724
Location
Italy
Some great art direction here, men :shredder:
The demo will be available only for backers, I suppose?
 
Joined
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PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Serpent in the Staglands Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
Apparently the greatest graphics artist in the world has lived in Turkey this entire time (who knew?). He has only now decided to reveal his true form.
 

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