- Joined
- Jan 28, 2011
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http://www.irontowerstudio.com/forum/index.php/topic,7059.0.html
Random tidbits:
AoD:
As of today, we sold over 30,000 copies and our future looks a bit brighter. It's not a success story yet, but it's not a horrible failure either, and when it comes to indie RPGs the latter is a far more likely outcome as it's getting increasingly hard to gain visibility. Not complaining but stating the obvious.
Updates:
Right now we're still working on the endgame improvements. I do agree that the ending is too abrupt and has to be expanded, both in terms of options and scope:
1. An NPC/optional combat in the temple - done
2. Traveling with a lord and his men to the temple, featuring enemy patrols, Aurelian attempts to destroy locations leading to it, like blowing up Hellgate, zealots looking for the temple, Neleos, etc) - need about a month to do it right.
3. "The Battle of the Five Armies" - work in progress but probably not in the next update
4. The Rise of the Chosen One - work in progress
5. Individual Endings - work in progress.
Dungeon Crawler:
First, I want to set the expectations straight as some people are wondering if it's going to be like Legends of Grimrock or Icewind Dale. It will be a combat-heavy game for people who like our combat system and want to see it in a party-based setup. It will be an inexpensive game (around $8) so don't expect a full-scale RPG there.
Basically, you'll start the game at the bottom of a prison mine and will have to recruit other prisoners and fight your way out. Probably 40-50 fights in total. There will be new creatures as well. Here is what Ivan is working on right now:
Colony Ship RPG
While it's way too early to talk about it (as in 'I don't have time to write down a lengthy post introducing and properly explaining the concept'), here are some things for your amusement.
* * *
5) FIREARMS
All firearms are ship-made; most are crude, angular weapons. It’s a 'rediscovered' tech (we all know what flintlock weapons are but we don’t make them, so if we have to start making them again, we’ll have to rediscover the tech we’re vaguely familiar with).
They have relatively low accuracy but most firearms tend to be multi-shot weapons (either more barrels or revolving cylinders or burst). They are made by various smiths for the militia and 'adventurers', so they vary in form and style.
- Pistols use powerful 0.45 ammo but most are single-shot guns. More advanced models add more barrels or revolving action.
- SMG use cheap 9mm and have burst mode.
- Shotguns use cartridges and have the widest spread.
We can consider ammo variations within each class but it’s not necessary as 3 different types are more than enough.
6) ENERGY
Energy weapons are Earth-made. Since they have no recoil, large stock isn’t necessary, so where the firearms and crude and angular, the energy weapons are elegant and curved (think flintlocks).
They are single shot weapons that are extremely accurate but slow to fire. They use energy cells (one ammo type for all weapons) that are very rare. Some places sell re-charged cells but they are less effective.
- Pistols
- Rifles have the longest range and best accuracy; the sniper’s weapon
- Cannons (weapons that were mounted on mechs); consume an entire cell when fired.
* * *
Mazin is working on the pistols (firearms) at the moment:
And the game's intro to set up the mood:
* * *
You open your eyes to a grey hull-metal ceiling, one panel of which flickers yellow, indicating dayshift. You overslept, not that it matters. With a grunt you roll off your stained mattress and open the "window" to let some fresh air in. Like everything else around here, fresh is relative. The Ship does Her best to recycle air and water, but cargo holds aren’t high on Her priority list. You breathe in metal and burning oil and look up. Four of the bridge's six projectors are still operational, shining dully down on the container towers of Cargo Hold 3, aka the Pit, the free city.
Calling the Pit a city is a bit of a stretch, but so is calling this reddish-brown liquid water. You've read that water is supposed to be clear and cities are supposed to be big, but no ship-born has ever seen either. Maybe in another hundred years water will look and taste like oil and people will be talking about the good old days when it was the color of rust and tasted refreshingly bitter and tangy. That's the kind of optimism that keeps you going.
The elevator crawls up a groove in the cargo hold's wall like a black steel bug that's worn a path traveling to the bridge and back. It’s time to get up there and earn a few coins, but first you need a drink.
Make your way to the local bar.
The Ship provides breathable air, water, and N-tabs – your daily source of recycled nutrients and minerals, pressed into chewable tablets. They taste like cardboard but they are free. If you prefer finer things in life, like synthetic meat served with a side of algae, you have to pay.
The Ship never served alcohol – the Forefathers frowned upon such things and did their best to discourage drinking, but everyone’s favorite vice made a triumphant return in no time. Each bar has its own secret recipe, each more awful than the other.
The bartender gives you a nod and pours black, oily liquid into a beaten metal mug. You take a careful swallow, fighting your body’s desperate attempt to get rid of the poison, and wait for the familiar warmth to spread through you and make the world a slightly better place.
Continue.
The bar isn’t busy this time of day, making it easy to spot people who come here to conduct “business”. Tanner, the local hustler, is moving from one patron to another. Evans, a cheap gun for hire, seems to be waiting for someone. You hire him, you get what you paid for. Platt’s a doc. His hands shake too much when he’s sober, so he keeps himself well lubricated.
“I have a job for you, <charname>,” says Tanner, making himself comfortable on a nearby chair and putting on airs. “Interested?”
“What kind of job?”
“An easy one.”
He pulls out a plastic card from his sleeve and slides it toward you. The card is old and worn out, the letters faded a long time ago, but you don’t need to read what it says to know what it is.
* * *
So you'll start the game at the Pit - lawless but free 'container city', think Deadwood, then start exploring the ship, eventually making your way to the Three Cities (the residential deck split into 3 'cities') and exploring different societies created after the mutiny. Other notable locations include the mutants' town, out of control aeroponics, a breached hull, the shuttle deck, maintenance tunnels, etc.
Starting the game as a 'freeman' will allow you to explore these societies and beliefs with fresh eyes without having to fake amnesia. "Tell me more about this White Christ character!"
Anyway, stay tuned for more.