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Vapourware Terraria: Otherworld - CANCELLED

Havoc

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Turisas

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Good afternoon Terrarians!


What a week it was in sunny San Francisco at the 2015 GDC! The Re-Logic & Engine teams are equal parts energized and exhausted after a week of meeting fans, contacts, and media as we more fully unveiled Terraria: Otherworld along with our other plans moving forward. If you haven’t already, make sure you check out our 2015 GDC Blog Thread to share in our experiences – and a few laughs – along the way.

Well, we would be remiss to not share some of that information with our broader fanbase – accompanied by the Terraria: Otherworld trailer that we had on display for 3 days last week! So, without further ado, we give you the Terraria: Otherworld 2015 GDC Trailer:


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As mentioned earlier, we also wanted to share some of the additional details that the team provided to those that stopped by our booth last week. Some of this will be a repeat of our earlier announcement, and the rest will expand upon that. We have provided a few pieces of concept art in places to better illustrate and spice things up a bit as well.


Terraria: Otherworld – Overall Game Description
Set in an alternate dimension within the Terraria universe, Terraria: Otherworld places the player in a life-and-death struggle to restore a once-pristine world – now overrun by a malevolent force that has corrupted nature itself – to its original splendor. Along with a rag-tag band of survivors, will you be able to successfully harness the power of an array of weaponry, magic, defenses, and even the world itself to thwart the designs of this unseen evil?

Combining the sandbox gameplay experience with role-playing and strategy elements, Terraria: Otherworld explores the Terraria experience in an innovative and unique way - providing a fresh approach to the “open world” genre.

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RPG Elements – Some Examples (not all-inclusive)
Story

  • The game will include a core story line – a “purpose” if you will - to give the player goals to work towards - but like Terraria, you are not forced to “go do this, now do this”. Free exploration within the sandbox is still a key element of this game, and embraces the Terraria spirit of “approach a challenge in your own unique way”.
  • This will also include more robust development of characters in the game – for example, the NPCs will move beyond just being “merchants only”, and evolve into characters with a story and lore all their own.
  • In order to build upon Terraria’s very high replay value, the story will not be a fixed narrative - but rather a dynamic mix of key story elements that are used to create a fresh play through every time a player replays the game.
  • Of course, some repetition and/or similar key elements are necessary in regards to progression is inevitable, but we are striving to give the player as unique a story experience as possible with each and every playthrough.
Skill Trees (Example)
  • The players’ actions – more than before – will give certain advantages that were mostly left up to chance/RNG in the original Terraria.
  • For example, players that prefer to play a certain style (melee, magic, ranged, etc.) will see their skills with those type of weapons improve over time.
  • However, this is not a “set in stone” choice that the player will have to make (there are no selectable classes or anything), but rather something that just happens: use a sword 90% of the time and your skill with swords will improve. Use a Silver Sword all the time, and your skill with swords AND that particular sword will improve.
  • This way – based on your actions in the game – you can raise up a lower tier sword to be better than a sword that is much higher up the ladder adding to the uniqueness and personality of your character AND customizing your gameplay to your own unique preferences.
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Strategy Elements:

  • The main objective of the game is not simply to explore, gather, build (although the player is still free to do this – we want to stress the fact that though this is a more structured approach, we are absolutely trying to retain as much player freedom as possible) - but rather to return the world to its pristine form.
  • The player achieves this goal by pushing back the Corruption until it is no more. Your primary method towards achieving this goal will be finding/crafting and then activating Purifying Towers. These machines of ancient design will push back anything unnatural in the world.
  • Not content to simply allow the player to purify the land, the vile force behind the world’s corruption fights back. The resonance from the crystals in the purifying tower attracts enemies, driving them to destroy the towers and re-corrupt the player’s hard-won terrain.
  • The Purifying Towers need to be defended and even the best players would not be able to cover and defend the entire map at once (nor does that sound all that much fun)- so Terraria: Otherworld introduces another strategic element: Tower Defense. Through the use of customizable Wartowers – and any other clever defensive approaches - the player can ward off the advances of the evil forces without having to be physically present.
  • These Wartowers can have a wide range of different weapons and defenses but are not self-powered. They need to be built in the vicinity of a Purifying Tower to get power from the Crystal.
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Availability – platforms and timing

  • Currently underway for PC and Mac.
  • We are heavily considering launching Terraria: Otherworld on PS4 and Xbox One as well. If we do pursue this, Re-Logic ‘s intent would be to self-publish this title on Consoles. We feel this move could be the next logical progression in our growth as a Development & Publishing company.
  • Beyond this (Mobile, for example), we will consider at a later date.
  • Launch timing
    • Our plan – and we do not intend to compromise on this – is to release a “full/finished” game at launch. As such, we do not want to yet give any arbitrary dates or timing. However, our goal is to have Terraria: Otherworld available – as a full game – in 2015. We will absolutely not be participating in an Early Access program.
    • We have a good number of ideas for post-launch content, but we want to wait and see how gamers receive the core game in order to help guide decision making there. It is obviously quite premature to have anything solidified here as of yet.
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We hope that this fresh – and awesome – trailer along with expanding upon some of the elements we only hinted at previously will further build the gaming community’s interest in what Terraria: Otherworld will have to offer. As always, we will continue to share tidbits of information around all of our projects when the time is right.


Cheers and thank you so much for all of the support!

~The Re-Logic & Engine Software teams
 

Unkillable Cat

LEST WE FORGET
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Watched the trailer, didn't see anything of the charm of Terraria.

Read the blurb, saw the words "Tower Defense" and lost what little interest there was left.
 

Turisas

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Watched the trailer, didn't see anything of the charm of Terraria.

Read the blurb, saw the words "Tower Defense" and lost what little interest there was left.

Pretty much, yeah. At least the real Terraria sequel is still coming and is entirely separate from this, but of course it would've been better to have a worthy spin-off, too. Maybe it'll still turn out well but it's not sounding/looking all that good atm.
 

LESS T_T

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:necro:

http://forums.terraria.org/index.php?threads/terraria-otherworld-bringing-you-up-to-speed.47302/

Terraria Otherworld: Bringing You Up to Speed

Good day, Terrarians!

We hope that everyone has had an amazing time with the most recent updates across the board. On our end, we just finished our first official Re-Logic in-person meeting and we are more excited than ever for the future of Terraria and our company!

On that front, we would like to give each of you a long-overdue update on a project that so many of you have asked about over the past several months - Terraria: Otherworld.

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When last we checked in on Otherworld, we let everyone know that the project was not ready, that we weren't going to sacrifice our standards for deadlines, and shared some sweet spoilers of the Crimson biome. Since then, we have been mostly quiet on the project. That silence ends today - we are going to share what's going on, why, and where we are heading.

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So, what happened?
To keep it short and simple, at the beginning of this year, we undertook a full in-depth review of the project versus our standards, expectations, and vision for the game. It was pretty clear to us at the time that Otherworld needed quite a bit of work - and even a good bit of rework - in a number of areas in order to hit that mark.

We then spent some time in detailed discussion among ourselves and also with Engine Software in regards to how best to get things to where they need to be. We then made a list of requested reforms and changes and such. As a part of this, the project team at Engine now has a new lead designer and art lead along with other changes made to better align to our vision for the game. On top of that, our two teams have laid out clearly what needs to be done and are pushing forward executing towards that roadmap to deliver the game we expect - and our fans deserve - as soon as possible.

Of course, we have to stress that our philosophy of the game being ready "when it's ready" will not be compromised here. We feel it's our promise to each of you and we will stick to it.

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Where do things stand?
We are reworking a number of elements to bring more "Terraria-ness" to Otherworld as well as to really make the things that make the game different stand out in fun and engaging ways.

Want an example? Well, we felt the dynamics of the purity vs corruption did not feel "big" or "dangerous" enough....so that has been aesthetically redone (as just one small piece of that revamp) - check out the below for a taste (as well as few other new aesthetic touches):

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We have also been focusing on revamping other biomes - to make them feel more diverse and deep - as well as putting a lot of work into the Weapon Leveling system:

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Other examples of ongoing work include across-the-board tweaks to armors and gear, a complete overhaul of the AI (especially around making the tower defense elements deep and challenging), fleshing out the story, and much, much more.

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So, what's next?
We will work hand in hand with Engine to keep up the momentum on the work and rework in the weeks and months to come. We are confident in this new approach - but rest assured that we will remain closely involved and will make sure that Terraria: Otherworld gets finished in a way that will be worthy of the Terraria name.

We don't have a date to give you - our focus is on getting the game done right first and foremost. That said, expect it to be a while still - there is a lot of work to get done and done right. As we know more, we will share it - so expect a return of spoilers (though maybe not every few days as before ;) ).

kdcROYP.png


Again, our apologies for the really long radio silence here - but we wanted to be sure that we had things squared away and a plan in place before we shared it with you. We are sure you will have tons of questions - so fire away!

Thanks as always for your massive support of our company and games - it's because of that and you that we continue to strive to develop exciting new games and fresh content. We look forward to delivering on that with Terraria: Otherworld!
 

Metro

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Looks like they're hedging on their 2016 release (after delaying it from their projected 2015) release.
 

Gerrard

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Starting to feel like they should just drop this and focus on Terraria 2.

I really like the step up from 8-bit-like graphics style to 16-bit-like one though, looks great. And characters now actually have animations.
 

Hobo Elf

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This looks pretty good to me. As long as you don't go in expecting it to be Terraria 2 (which it obviously isn't) then your butt should remain serene. It's just a semi-experimental side project to tide you over until the real sequel comes out.

Starting to feel like they should just drop this and focus on Terraria 2.

Why? This is made by a different team of people, isn't it?
 

Turjan

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I really like the step up from 8-bit-like graphics style to 16-bit-like one though, looks great. And characters now actually have animations.
I'm of two minds about this. On one hand, you are right, but on the other hand, the better graphics make the limitations even more visible. Like those windows(?). The simple glass of Terraria made it work somehow, but these elaborate plates look fake. Or are those mirrors?
Starting to feel like they should just drop this and focus on Terraria 2.

Why? This is made by a different team of people, isn't it?
Does anyone actually work on Terraria 2, more than just fool around a bit? I'm not sure.
 

Gerrard

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I assume the reflections on windows move when you move the camera. I mean the other way to do them would be to just have a translucent pane.
This looks pretty good to me. As long as you don't go in expecting it to be Terraria 2 (which it obviously isn't) then your butt should remain serene. It's just a semi-experimental side project to tide you over until the real sequel comes out.

Starting to feel like they should just drop this and focus on Terraria 2.

Why? This is made by a different team of people, isn't it?
Is it? I thought there was some overlap.
 

Turjan

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I assume the reflections on windows move when you move the camera. I mean the other way to do them would be to just have a translucent pane.
My main issue is that, with this level of detail on the glass, you would want to have an actual window instead of a glass plate in a stone wall. The detail levels are inconsistent.
 

Gerrard

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I assume the reflections on windows move when you move the camera. I mean the other way to do them would be to just have a translucent pane.
My main issue is that, with this level of detail on the glass, you would want to have an actual window instead of a glass plate in a stone wall.
I think adding an automatic frame around it is not something that would be very difficult. Other than that you'd probably need separate window type materials for different styles.
 

Metro

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Terraria 2 isn't even beyond the concept phase. It's being made by the same guy who made the first but he's currently enjoying his pile of riches and licensing out his title to other companies, hence Terraria Otherworld.
 

LESS T_T

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:necro:

They replaced the development partner: https://forums.terraria.org/index.php?threads/changing-of-the-guard-an-update-from-otherworld.56207/

Good Day, Terrarians-

We wanted to take a few moments to share some important news with you all in regards to the status of Terraria: Otherworld.

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As you all know from when we first announced the game a good while back, Re-Logic’s focus has and always will be on delivering complete and quality game experiences to our fanbase. This means that we will not compromise game quality for speed to market or for any other reasons within our control. Our team had a clear vision for this game – one that we shared with all of you with much shared excitement – and, as much as we hate to say it (and in spite of all of the reforms we tried last year) - the current state of the game is still equal parts far from that vision and well behind schedule.

As a result, we have made the decision to move on from having Engine Software continue development of Terraria: Otherworld. Re-Logic has possession of the game (code, art, sounds, etc.) as it exists today, and we have been examining the array of options available to us to get TOW to a place to where we can confidently deliver on the vision and expectations we all have for this game. After taking a good hard look at everything, we feel that a new and fresh start/direction is the only way Otherworld will ever reach its full potential at this point.

So, where does TOW head from here? The great news is that we already have a dedicated and passionate team ready to pick up the torch and continue the Otherworld journey! Based upon their really impressive work to-date with the Terraria re-write on Console/Mobile, coupled with an amazingly on-point proposal for completing Otherworld (after a thorough review of the game on their end), we have made the decision to bring Pipeworks on board as our new development partner for Terraria: Otherworld!



We know that the "radio silence" and all of the shifting development work aimed at continuing the journey for Terraria: Otherworld has been frustrating for a lot of you. It isn’t a happy or easy call for us either – however, we feel strongly that we owe it to our community and loyal customers to uphold the standards that both you and we expect and to focus on delivering the best possible games that we can for you all to play. The length of the silence was purely driven by "these things take time to occur and then set up" coupled with our desire to have an actual solution/path forward before just sharing the news about Engine.

Come whatever may, quality is simply not something we are willing to compromise on to make a quick buck. It may be painful in the short term, but our sincere hope is that it will pay off for everyone in the long term. Clearly, had we known this would be the scenario way back then, we would have held off on announcing the game until a later time - but such is game development. That said, we are really happy and confident with the new team and new plan - and cannot wait to get back on track.

Some quick details/questions that you may have:
  • Scope: We will be working with Pipeworks to examine the entire game, from top to bottom, to see how it fits with our high expectations and core vision for this project.
  • Timing: As we know more about the specifics of timing, etc and/or have fresh spoilers to share, we absolutely will - though expect the "quiet period" to go on just a bit longer while Pipeworks gets ramped up and we actually have new things to show.
  • Impact on other work: Pipeworks will staff up appropriately so that the Otherworld workload does not have any impact on the timing/quality of Console/Mobile/Switch launch
  • Other Changes: We will be doing a full refresh of all of the Otherworld public-facing locations (Website/Twitter/Facebook/etc.) - including a revamp of the logo itself :cool: As these are completed, we will be sure to let you know so that you can check things out!
Thanks so much to you all for your amazing support of Terraria, Terraria: Otherworld, and our company. It is that support that drives us every day to do amazing things for you and we look forward to sharing more of what is to come very soon.

We are sure that you have a ton of questions, and we will answer what we can – but we will not delve into some areas out of either respect or confidence or the unknown. So we will ask your patience and forgiveness in advance there.

Thanks!
 

Metro

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I don't think he's even started work on Terraria 2. Wouldn't expect it for another five years.
 

LESS T_T

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:dead:

https://forums.terraria.org/index.p...e-end-otherworld-development-cancelled.68594/

This is the End: Otherworld Development Cancelled

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Good Day, Terrarians-

We wanted to take a few moments to share some important news with you all in regards to the status of Terraria: Otherworld.

As you all know from when we first announced the game a long while ago – and as we repeated in our subsequent posts - Re-Logic’s focus has and always will be on delivering complete and quality game experiences to our fanbase. Just to underscore it once more, this means that we will not compromise game quality for speed to market or for any other reasons within our control. Our team has a clear vision for this game – one that we shared with all of you with much shared excitement – and, in spite of all of our efforts, the current state of the game remains equal parts far from that vision and beyond behind schedule from our initial planning when we shared Otherworld with all of you three years ago. Progress has absolutely been made during that time – but unfortunately, a very thorough status review of the game versus its intended design showed both the Re-Logic and 505/Pipeworks teams that things were quite a bit further away from the finish line than we had imagined. Taking the massive amount of work that would be remaining to complete along with the extensive time it would take to get that done, and how that would greatly interfere with the pursuit of other projects on behalf of Re-Logic – it becomes clear that this leaves things in a very undesirable state.

As a result, we have made the decision to terminate development of Terraria: Otherworld.

We sincerely thank both of our external development teams for their hard work on the game, but at some point, we have to be honest with ourselves and realize that Otherworld simply is never going to reach its potential in any sort of reasonable time or fashion.

We know that the cancellation of Terraria: Otherworld will not be happy news to anyone. It is FAR from a happy moment for us either, when we look at all the time/effort/resources that we poured into the project. However, we feel strongly that we owe it to our community and loyal customers to uphold the standards that both you and we expect and to focus on delivering the best possible games that we can for you all to play. Come whatever may, quality is simply not something we are willing to compromise on to make a quick buck. It may be painful in the short term, but our sincere hope is that it will pay off for everyone in the long term in regard to our future games. T:OW will never come to pass, but its lessons learned and ideas generated will absolutely yield dividends for everyone.

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So, what now? Next Steps for Re-Logic & Lessons Learned
  • In hindsight, it goes without saying that we never should have spoken publicly about this game as early-on as we did. We will fully own that error in judgement. Moving forward, we will be far more judicious about only sharing information on projects in which we are fully confident in regards to timing, etc. We can only apologize for all of the emotional rollercoaster this caused.
  • Trying to outsource development of such a critical title for our company – even if just in part – was not the way to go. Moving ahead, our focus for the core development of new/future titles will be more inward and will seek to utilize our own people. We will share more information there just as soon as we have it.
  • Re-Logic has possession of the game (design, code, art, sounds, etc.) as it exists today, and there are still a ton of amazing ideas under the hood here – many of which have never been publicly shared. These are ideas that we have not and will not forget and that you will very likely see implemented in our future titles.
  • Active development of Terraria continues - 1.3.6 is still very much in active development. We know that we have not shared a lot in the way of spoilers there – but rest assured that the team has been working tirelessly on our next PC wave.
  • This keeps our partners at 505/Pipeworks wholly focused on Console/Mobile/Switch – and there is still a TON to get done there, so that should be good.

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Thanks so much to you all for your amazing support of Terraria, Terraria: Otherworld, and our company. It is that support that drives us every day to do amazing things for you and we look forward to sharing more of what is to come very soon.

We are sure that you have a ton of questions, and we will answer what we can – but we will not delve into some areas out of either respect or confidence or the unknown. So we will ask your patience and forgiveness in advance there. Thanks!
 

Valky

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Put the dog down so you can actually make more updates for Terraria in a timely manner. I've been waiting forever for another celestial event 1.3 tier update.
 

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