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Indie CRPGs - post 'em if you find 'em

Rulion

Liturgist
Joined
Dec 10, 2004
Messages
424
Location
bath salt city
Does anyone have any good suggestions for indie or older games that aren't like these dungeon-crawler roguelikes that everyone is mentioning? I'm thinking something like Liberal Crime Squad or MUD-type games. Maybe even outside the "RPG" genre.

I've been installing old favorites for days now, but I can't find anything satisfying.

Also, these Jeff Vogel games that a lot of people mention- do they actually have a good plot/character interaction, or are they just "descend deeper into the dungeon, kill stuff, repeat"?
 

sheek

Arbiter
Joined
Feb 17, 2006
Messages
8,659
Location
Cydonia
The Cerberus Incident (Shareware, $12)

shot.jpg


http://www.landofdev.com/cerberus/

TURN-BASED!
 

Globbi

Augur
Joined
Jan 28, 2007
Messages
342
Magi: http://www.getmagi.com/
Shareware, full version costs 20$.

Not really an RPG. You are a mage and fight duels gaining stats and new spells. There are different classes of mages with some special skills to use once every battle. Creating char you distribute points into some stats and magic schools.

In demo you can see how the whole game works. I wouldn't buy the full version as it seems to get boring quite quickly. It is quite entertaining though, and pretty with very nice music.
 

dragonfk

Erudite
Joined
Jun 19, 2007
Messages
2,487
I found another, worth keeping an eye on him, cRPG(though I dont know wheter one could name him indie cRPG) named http://www.silvertreerpg.org/. Why do I put much fate in him? Because author/s of this software were working on Battle for Wesnoth which I very much like.
 

tardtastic

Scholar
Joined
Jul 26, 2007
Messages
240
There was one old RPG that I used to play quite often on my old Macintosh computers. I know that there were at least two games in the series. It was called something like "Darkwood" or "Duskwood", and in the first it was a totally text and static icon driven game, of a series of arena battles, where you'd earn money from each battle that you could then spend on items to improve your odds in the next battle, and on and on. In the sequel, you were defender of a castle city, and creatures came tile-by-tile nearer your keep, and you had to choose which to fight on which turn, then got items or gold from each, which you could - as in the first game - use to then buy items to improve your odds in future battles.
It was definitely indie-shareware, and I'd like to try to find it and play it again, so -- anyone recall it?
 

tardtastic

Scholar
Joined
Jul 26, 2007
Messages
240
None of these commercial roguelikes seem/play as fun as the free Lost Labyrinth...

Anyway, I discovered the game I was asking about, "Siege of Darkwood." Rather old, but fun enough.
 

cardtrick

Arbiter
Joined
Apr 26, 2007
Messages
1,456
Location
Maine
mytgroo said:
Java Classic RPG . The site looks interesting. It is an open source project. Really incredible screen shots.

http://jcrpg.blogspot.com/

Wow, that's pretty amazing. Definitely a project to keep an eye on. Too bad it's in Java . . . seems like that must come with a hefty performance hit.
 

Bloodeyes

Arcane
Joined
Jan 30, 2007
Messages
2,908
Jaime Lannister said:
http://www.bethsoft.com/bgsforums/index.php?showtopic=661536

Nehrim, an Oblivion total conversion. Looks like Gothic and also made by Germans.

I asked a couple questions in this thread at about 2:30 a.m. today. Reading over them now I had to pause and think on exactly how much the hive mind has influenced my attitudes. :lol:



Will you be using Oblivion's dialogue system?
Arandor said:
Definitly yes, implementing any other system won't be possible without doing some illegal changes in the source code

Will skills effect a PCs dialogue options? Will a PCs stats effect dialogue options?

Arandor said:
A bit in some special cases. Maybe several people will greet you differently when you are especially good in sword fighting or whatever. But there won't be any bigger effects in that term.

Will there be multiple ways to resolve quests? Will there be multiple endings to the main quest?

Arandor said:
Yes, we try to implement alternative ways in nearly every quest. But the main quest won't have multiple endings

Will some quests be able to be resolved through dialogue?

Arandor said:
I've never thought about this... maybe, maybe not, let's see.

How heavily will choices and consequences feature in this game?
Will you include good and evil role playing options or do you plan to be a little more vague when it comes to morality?


Arandor said:
You often will have the choice between several possibilites, but your choice will never influence the game in a significant way. It's not like Knights of the old Republic

You will never hear someone saying "Hey, you're a bad/good guy", as we don't like this standart "good-evil" system. No one in Nehrim is good or evil, everyone just follows his/her aims and conscience. You can decide between different ways in many quests, but they aren't marked as "good path" or "evil path".

Will the quest compass be gone?
Will the "difficulty slider" be gone?


Arandor said:
The compass is still there, why should we remove one of the greatest things in Oblivion? We won't use it that extremely, but yes, it's still there wink.gif
The slider isn't gone either, but it doesn't effect the game much. You can push it to "easy", then the game will be a bit easier to master, but not in Oblivion dimensions where you could have won the final battle with a level 1 character by just using this slider.

Other than using xps and levels, how will your skill system differ from the one in Oblivion? Will the skills be the same? Will their still be majors and minors? Will there still be no (meaningful) classes?

Arandor said:
It's not possible to implement completely new skills or to remove the old ones. Anyway, some of them will be renamed. Major and minor skills are removed, since they wouldn't make any sense within the new skill system.

What degree of specialisation will be necessary in order to play a successful character? Will a level 40 character have maxed out all (or most of) his skills? Will a mage type be forced to choose one or two magic schools, or will mastering all be possible?

Arandor said:
There will be a level limitation, but we don't have it set yet (perhaps level 60 will be the highest). Mages can use all magic schools and will have much easier times than in Oblivion, we will give this class completely new possibilities. In fact, it will mean fun playing a mage, not frustration

Finally, you said you want to make a Nehrim "a role playing game with action elements rather than an action game with role playing elements"*, what do you consider to be the characteristics of a good RPG?

Arandor said:
Let's see... good story, innovative quests, a "real" world with a history, interesting characters. And above all of course completely functioning game mechanics.
 

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