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KickStarter Kickstarter Watch.

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,017
From the Codex inbox:

Battles of Biomechanical Dragons in a Dynamic Sci-Fi Setting: The World of Zurit Goes to Indiegogo

Alive Games launches a crowdfunding campaign on Indiegogo to fund its TPS/RPG/MMO hybrid combining a huge dynamically changing world to explore, evolving and unpredictable enemies, open-world sandbox reflecting decisions players make and a fascinating story to drive the plot forward.

The game industry is overwhelmed with typical shoot´em all games featuring no more than simplified mechanics, stereotyped characters and virtually no real pledge to the genre. Having tired of modern trends in contemporary game development, Alive Games Company aims to shake the market and develop a groundbreaking shooter/RPG game - The World of Zurit. Now, with this idea in mind, the company comes to Indiegogo.

The core principles of the game are dynamics, evolution and variability. Everything changes in the world of Zurit. The world itself evolves and reacts on players´ activity. Impersonating huge biomechanical beings powered by the mystical Zurit material, players develop new features and skills, upgrade their weapons and armored skin, fulfill tasks and make choices. Every choice matters as it will eventually influence the world. Every detail of surroundings is variable, and that makes the gameplay intensively deep and catching.

"There will be no two similar sessions in The World of Zurit", comments Oleksandr Bolkhovetskyi, a game designer at Alive Games. "Scenery, NPCs, skills - everything shifts and develops in the world of Zurit, and it is up to a player to decide whether or not he wants to be the one who changes the world, or the one who just visits it from time to time."

The shooter part of the game involves upgradable weapons, armors and special skills. However, there will be no pre-defined classes in the game. Instead, The World of Zurit lets players choose the line they want their characters to follow. Intellect or strength, protection or agility - the choice has a great effect on the gaming style.

Alive Games aims to raise $78,000 on Indiegogo. The sum will fuel up the development of the game for the next 18 months resulting in a functional alpha-version to be released. "Everybody wants more", concludes Olexandr. "We want more realistic worlds, more choices, more places to explore, more emotions. Our goal is to develop more than a game - an interactive world that will touch hearts of players and change their minds. That´s why we go to Indiegogo".

About

Alive Games was founded in 2014 in Ukraine. The World of Zurit is the first project by the company. Now a crew of four game-loving individuals possessing designer and programming skills, Alive Games aims to hire 3 more people after the Indiegogo campaign is funded.

Links

Game website: http://alivegames.com.ua
Indiegogo campaign: https://www.indiegogo.com/projects/the-world-of-zurit
From Ukraine, flexible Funding, asking for too little money, nixed.
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,017
Songbringer
Procedural sci-fi Zelda1 like, pixel art
The Bee seems to appreciate this project, however, they will barely make it, ask for too little money, and the strength of this kind of games is in design, procedureally generated can help saving money but will mess up design and gameplay in my opinion, anyone einterested in this?
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,017
Last edited:

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,017
From the Codex inbox:

Hello. My name is Eduard Sidoruk, I am a game designer of the «Red Heath» project (www.redheathgame.com). This is a turn based tactical role playing game, and unfortunately nowadays there are not many games of this genre. Our game is on the stage of the finishing of preproduction and we’re gonna, in the nearest time, to start crowd funding company on indiegogo.com. It would be great, if you could help us to get acquaint the audience of your site with our game on this phase of production. With the great pleasure we will provide you any graphics and text materials.
We can promise the keys for the game and the name of your web site in credits after release “Red Heath”. ;)
Thank You for your attention.
Best regards, Eduard Sidoruk.

Not many, eh? To paraphrase Christopher Caldwell:

“One moves swiftly and imperceptibly from a world in which oldschool RPGs can’t be funded because nobody is making them to a world in which they can’t be funded because too many people are making them.”

Promising doritos from the get go, they know how the gaming industry works.
Anyone wants to vouch for this?
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,017
From the Codex inbox:

Hi,

Neon Sanctum, the cyberpunk card-based role playing game launches its Kickstarter today. The fundraising drive aims to raise £12,000 in order to make the game available to the global community of RPG, card and board game fans.

Neon Sanctum is an RPG with a difference. Most RPGs provide players with character sheets to store their characters’ skills, items, life, experience etc., but Neon Sanctum uses cards to represent all these things. The game is suitable for four or more players.

If you're interested in finding out more, please email Adam on neonsanctum@gmail.com or check out our Kickstarter here: https://www.kickstarter.com/projects/1233586901/720400678?token=8556df11
Is the Gazebo crowd interested in this?
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,017
Dungeons of Aledorn was featured on Kicktraq a couple of days ago. Pirate-themed party-based RPD, first person exploration, third person hex-grid combat. The devs managed to use the right words to interest old school RPG fans: "we turned to the best of the best while designing DoA - Betrayal at Krondor, Realms of Arcania: Shadows over Riva, Might & Magic, King's Bounty and the Fallout series. In addition, our game bears many features similar to the popular pen & paper RPGs based on the D&D, Gurps and DrD (Czech equivalent of D&D) rules."

The low $60K funding goal concerns me, even if it's being developed in the Czech Republic. Will keep an eye on it.
Very little money even for Czech Republic, sorry.
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,505
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
Dungeons of Aledorn was featured on Kicktraq a couple of days ago. Pirate-themed party-based RPD, first person exploration, third person hex-grid combat. The devs managed to use the right words to interest old school RPG fans: "we turned to the best of the best while designing DoA - Betrayal at Krondor, Realms of Arcania: Shadows over Riva, Might & Magic, King's Bounty and the Fallout series. In addition, our game bears many features similar to the popular pen & paper RPGs based on the D&D, Gurps and DrD (Czech equivalent of D&D) rules."

The low $60K funding goal concerns me, even if it's being developed in the Czech Republic. Will keep an eye on it.
Very little money even for Czech Republic, sorry.

Hey, this is one pretty popular on the Codex. We even interviewed them: http://www.rpgcodex.net/content.php?id=9825
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,017
Dungeons of Aledorn was featured on Kicktraq a couple of days ago. Pirate-themed party-based RPD, first person exploration, third person hex-grid combat. The devs managed to use the right words to interest old school RPG fans: "we turned to the best of the best while designing DoA - Betrayal at Krondor, Realms of Arcania: Shadows over Riva, Might & Magic, King's Bounty and the Fallout series. In addition, our game bears many features similar to the popular pen & paper RPGs based on the D&D, Gurps and DrD (Czech equivalent of D&D) rules."

The low $60K funding goal concerns me, even if it's being developed in the Czech Republic. Will keep an eye on it.
Very little money even for Czech Republic, sorry.

Hey, this is one pretty popular on the Codex. We even interviewed them: http://www.rpgcodex.net/content.php?id=9825
I will add it then, I am still not convinced tho.
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,106
[link]


From KS page:

330c2959c788e5fd7cc09e085346ffd6_original.jpg


Little Devil Inside is a truly engaging 3D action adventure RPG game where you are thrown into a surreal but somewhat familiar setting with humans, creatures and monsters to interact with, learn and hunt - journey, survive and discover the world that exists beyond.

This game is not just about killing arch-demons and saving the world. Take in the atmosphere and live a realistic life in an unrealistic world. This is a game that tells stories about people with 'unusual' jobs such as hunting monsters and what happens in their everyday life doing so.
5235cba3221af16a711e206096e741e9_original.jpg

The key design concept behind Little Devil Inside is minimalism but not minimalism per se. We wanted to create and design a world with a surreal but familiar look & feel with all the elements such as characters, creatures, buildings, objects and the entire environment for that matter with a level of visual detail that is minimal but sufficient enough to create a vivid imagery in the players’ minds.

As opposed to developing fully life-like, high polygon characters and objects with intense level of textures, the intended design essence and aesthetics is to create a subtle but powerful sense of emptiness for each player to fill for themselves throughout the game experience.

Certainly having the influence of, but not limited to, some all-time favorites such as X-com series, Legend of Zelda, System Shock and Betrayal at Krondor, we believe Little Devil Inside’s unique art and design style deployed in a 3D environment will give yet a new kind of gaming experience for lovers and seekers of emotionally engaging and challenging action adventure RPGs.

b2a1653268f50fd6bbe6d76e255d0992_original.jpg

Little Devil Inside is fundamentally an exploration focused survival action RPG game. Although it sounds elaborate, it all makes perfect sense to us.

Compared to some other games of this genre in the past, the game focuses more on ordinary everyday life. As in real life, where a hard week's work is rewarded by a relaxing or refreshing weekend, we wanted to create a world and provide elements within it where you can return back to town (or your home) after an adventurous mission to regather and reequip - a definite environmental contrast. Unlike some other survival games, there will be a home town or city to return to and rest and prepare for your next mission. The town itself will have its own set of events and elements to interact with.

Work to achieve your missions

049a56c96e8daa200b69f06895d2acbc_original.jpg

The game will not be about entering dungeons, killing at a monster as quickly as you can and returning to town to obtain rewards.

The pace of the game will be like a long journey.

You will need to prepare for any unexpected encounters with the weather, have the necessary intel about the region, equip your gear as you see fit, get on a vehicle and react to unexpected events that arise during your journey. Depending on how you prepare for the mission and how you react and respond to events will determine how easily or hard you can achieve the missions.

Know your enemy

One of the most important things to do when preparing for your mission is of course, knowing as much as you can about the enemy that lie ahead. Each monster or creature or enemy will have different characteristics and stats hence different habits and behaviors so it will be advantageous to you to equip yourselves with the right weapons and protective gear before embarking.

Faculty Management

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The basic setting is this. You are hired by a Professor who is investigating and studying unusual, concerning activities in the outside world to develop new technologies. As a member of his faculty, you are hired to go on risky missions (he may tag along on some) to investigate and bring back bits of information and/or artifacts for further study and analysis.

More than that, you can manage your own team as part of the Faculty. You can interview and hire new team members and send them on missions that match their specialties.

Encounter events while travelling through the world map

There will be public transportation as well as vehicles you can control, maintain and upgrade yourself.

Using transportation doesn't necessarily mean taking a short cut to your missions. However, it'll be faster than legging it! Even on public transportation (such as a train) you will be within a scene (such as sitting and looking out the window) during the time to your destination and unexpected events may arise.

Events may be good or bad - you may run into another character that side spins off to a mini mission or offer help with your current mission, the train may come under attack and you may have to get out and fight etc.

We are planning to include as many unique events as possible to give you a more engaging and unique experience in your missions.

Dynamic movement

All non-combat animations whether controlled or not will also be smooth and dynamic with all the usual movements - walk, run, sneak, climb, slide, jump, dive, sit etc. There will be natural motion blending between character animation sets.

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This all blends in and becomes pretty much a part of the overall art and design concept.

d0c50e18d4c2c6e33a47a690d650da65_original.gif

Combat Mechanics

Slash and blast through enemies with swords, guns and steampunky gears in a responsive combat system that will be easy to learn and difficult to master.

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Hybrid targeting system

Players will able to toggle between auto target and single target. The auto target will be useful when confronting a group or a hoard of enemies.

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When confronted with an elite enemy or monster for a 1 vs 1 duel. the single target will enable a more focused combat position.

Gears

Graft science & technolgy with supernatural powers and artifacts gained from killing demons, monsters and creatures to upgrade your steampunky weapons and armor. You can also upgrade your vehicles for better performance and durability.

Immersive UI Design

Consistent with the game's design concept (being minimalism), the game's UI will also be kept minimal. This means minimizing the number of keys the player has to remember and rather, blending much of the UI into the game environment itself. In doing so, we hope that the user stays more immersed in the game. We wish to build a UI that is very much a part of the game play and not be a separate "tool".

The focus of what we are trying to achieve is not the mission itself but all the minor details during the journey that accumulate to give that immersive experience that remain as reminiscences in the player's minds.

To try and achieve the challenge we have, the UI can design we wish to achieve has two purposes:

1. Emotional Purpose

If you've played action adventure games before then all the basic direct actions such as movements, attack, duck, roll, climb block etc. will mapped on standard key settings.

The HUD (heads-up display) that normally displays character status however, we hope to keep minimal and remove from the screen as much as possible. We wish to create an environment that draws the user in emotionally closer to the protagonist he is controlling. For example, if the character is hungry, sick, cold or scared, the user will notice this through actual animation visuals and/or simple icons that appear above the character as if the character is actually wanting to communicate. Of course, the user will always have the freedom to check the character's status at any time.

2. Simple

A universal Interaction Key will be assigned that triggers a common menu to appear that shows the available interactive actions specific to the object.

For example, clicking on a character will trigger a menu to appear that shows the status, items etc and clicking on objects such as a chair will show a menu listing actions the character can perform (sit, lie, kick etc.). On occasions, the menu may include unexpected things that you can do. This element of uncertainly we hope, will add to the immersive experience and create the need for awareness and to explore the character's immediate surroundings - "Hmm... I wonder if there is anything I can do with that rock".

With such a design, much of the objects that are found within the game are not just for looks and although they may not directly affect game play, each have a purpose. Collectively, we are certain they will assist in achieving to create the world we set out to create - providing players with the necessary environment and letting players themselves fill and make their own recollections of their journey and adventure.

All keys with the exception of a few preset keys, will be made customizable for you to map to your preferences (PC & Mac only).

Multiplayer

  • Friend invite (like Borderland)
  • Co-op mission with friends
  • Random encounter with other players within the game.
7e94378f5af87ee441b3b8c7811de9df_original.jpg

You the main character is not a super hero or supernaturally gifted with powers in any way. Through the game he will develop and become strong but within human limitations. The character will be vulnerable and can be sick, be hurt, diseased etc.

Such a character will need to study its enemies and rely on technology to confront them and gain experience and strength. The hardship, pain and emotions will be visually expressed as-is within the game.

Other characters will each have their own set of specialties and areas of strength/weakness and have a role in the main storylline.

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Last edited by a moderator:
Self-Ejected

Davaris

Self-Ejected
Developer
Joined
Mar 7, 2005
Messages
6,547
Location
Idiocracy
The 31st
https://www.kickstarter.com/projects/876473683/the-31st

The 31st is a humorous Halloween-themed first-person shooter video game with lots of action, exploration, and general craziness.
They are asking for too little money.

They have been financing it themselves for years with sales of their engine, so its almost done. I know this because I have access to their source and art assets which are extensive.

Check out Eric Lengyel here:
http://www.terathon.com/lengyel/

More demo videos of their engine are here:
https://www.youtube.com/user/C4Engine/videos

BTW they are now focused on Steam Greenlight, so vote 'em up if you're interested:
http://steamcommunity.com/sharedfiles/filedetails/?id=420539022
 
Last edited:

Dexter

Arcane
Joined
Mar 31, 2011
Messages
15,655
New Multi-Million project seems to be a spiritual Sequel to Banjo-Kazooie by some Ex-Rare employees:
 
Last edited:

Abelian

Somebody's Alt
Joined
Nov 17, 2013
Messages
2,289
Aloran (aka Project Silkworm), an isometric, turn-based RPG project by fellow codexer Apexeon. Inspired by Infinity Engine games and Master of Magic.
 

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