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Kompjuterski RPG-ovi

Started by ridiculus, 02-03-2016, 00:52:51

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ridiculus

Već sam pomenuo Overfall, RPG koji je finansiran prošle godine putem Kikstartera, a izašao u martu.


http://youtu.be/ReHqcnjWGGY


Mislio sam da će biti akcioni RPG (iako ima dosta rogolikih aspekata, ne bih to nazvao žanrom - više pristupom dizajnu), ali očigledno je baziran na solidnoj priči, sa dosta interakcije, različitim završecima i negovanjem odnosa sa različitim rasama, tako da ga ne bih tako lako poslao na drugi topik.  :)


Evo šta mi je privuklo pažnju:


- razvojni tim, Pera Games, je iz Turske. (Mada mi je to najmanje bitno. :lol:  )


- borba je potazna, taktička, ali ne pod uticajem X-Coma (ili, s druge strane, FFT-a), kao kod većina igara tog tipa. Neke stvari su prilično originalne.

- vizuelni stil je specifičan, stripovski, 2D, mada će to možda i odbiti neke.

- svet se formira proceduralno, ali su susreti i događaji napravljeni "ručno"

A svet je skup ostrva, koja su - kao u Sunless Sea - tematska, i na kojima - kao u Sunless Sea - ne možete lutati kako želite, već uglavnom imate samo izbore pri interakciji sa stanovništvom. Ovi su dati u vidu stripovskih balončića. U stvari, sve to podseća na... J-RPG!!! (u ovom trenutku, duh Neomeđenog je doživeo -2 na moral :wink: )

Neki ljudi koji su igrali i ovo i Darkest Dungeon daju prednost Overfall-u.
Dok ima smrti, ima i nade.

neomedjeni

 xrofl


Kako si iskusno sačuvao najgoru vest za kraj.  :lol:


neomedjeni


A evo i privjua za jednu igru za koju smo se nedavno složili da izlazi uskoro, ali ne tako brzo.  :lol:

http://www.mygamer.com/cyberpunk-2077-preview/

Meho Krljic

Heh vrlo štur "privju" koji se mahom oslanja na već poznate informacije o setingu i ubacuje par bezbednih spekulacija ("biće možda sendboksa ali ne znamo još kako"), ali ne bunim se, dobro je da se održava hajp. Mislim, istina je da igra neće skoro, no, CDPR su sa Witcher 3 sebe lansirali u zaista elitno društvo divelopera i treba iskoristiti taj trenutak prepoznatljivosti što više da se svest o Cyberpunk 2077 ukoreni u što više mozgova.

neomedjeni

A devojke i momci iz Piranha Bythesa su izbacili video kojim su pokušali da nam dočaraju koliko će oku ugodan biti svet ELEXa.


http://youtu.be/EkIAPycLAGI




A igra je dobila i svoj sajt. Čestitamo, uz iskrene želje da ova verzija Obliviona bude vredna igranja.


http://elexgame.com/

neomedjeni

Quote from: Meho Krljic on 01-06-2016, 08:44:55
Heh vrlo štur "privju" koji se mahom oslanja na već poznate informacije o setingu i ubacuje par bezbednih spekulacija ("biće možda sendboksa ali ne znamo još kako"), ali ne bunim se, dobro je da se pdržava hajp. Mislim, istina je da igra neće skoro, no, CDPR su sa Witcher 3 sebe lansirali u zaista elitno društvo divelopera i treba iskoristiti taj trenutak prepoznatljivosti što više da se svest o Cyberpunk 2077 ukoreni u što više mozgova.

Jašta, jasno je da je autor jednostavno prikupio na gomilu sve ili većinu informacija o C2077 koje su bile razbacane unaokolo po netu, skrpio od njih tekst i objavio ga. Ali sad bar imamo sve to na jednom mestu.

neomedjeni

Jedan o članova finijeg i kulturnijeg sajta posvećenog kompjuterskim RPGovima, RPDWatcha, intervjuisao je Dejvida Rodžersa, InXileovog dizajnera zaslužnog za poslednji Bard's Tale IV kikstarter apdejt posvećen mehanici borbe u igri. Kako je izgleda njegova spika dobro prihvaćena među fanovima Bard's Talea i nije usledilo uobičajeno čupanje za kosu, naricanje i polivanje pljuvačkom nesposobnih developera, neko je pomislio da bi bilo zgodno porazgovarati malo sa tim čovekom i saznati koja mu je obiljena boja, ima li kućnog ljubimca, za koga navija i tako to.


http://www.rpgwatch.com/articles/the-bards-tale-iv-interview-374.html

Meho Krljic

I, za koga navija?

Nego, druže Neomeđeni, znamo koliko vas je CDPR za srce ujeo kada je najavljeno da će sa Blood & Wine u Witcher 3 biti uveden enemy scaling, pa, da vam pomognemo da se rehabilitujete:

http://www.eurogamer.net/articles/2016-05-31-the-witcher-3-wild-hunt-patch-1-2-adds-enemy-level-scaling-and-a-lot-more



QuoteLevel-scaling can be turned on and off, and does not affect experience point gain or loot received.

neomedjeni

Ma znam da je SADA uveden opciono, ali ono što je danas bezvezna opcija u jednoj, zapisano u kamenu u SUTRAŠNJOJ igri. To samo znači da su krenuli da ruše moje snove postepeno, delić po delić. Prvo su došli po komuniste i tako to.

Meho Krljic

Za nekog ko nije odigrao ni Witcher 2 - naslov iz 2011. godine - neproporcionalno ste zabrinuti za igru koja će izaći 2018. godine, druže Neomeždeni. Ko zna na šta će vaši snovi do tada ličiti. Enemy scaling nije smetao Falloutovima.

neomedjeni

Hmmm, morao bih da znam pričamo li o Falloutovima ili "Falloutovima"?  :lol:

Meho Krljic


neomedjeni

Samo počeo da igram, pa ne odvukao Pillars of Eternity, ako se dobro sećam. Tako da još ne znam da li zaslužuje moje klanjanje.  :lol:


No, zezanje na stranu, nisam fan level scalinga jer smatram da je to put kojim se lakše ide i da samo pokazuje da kreatori igre zapravo nisu dobro reguisali raspodelu iskustvenih poena i levelovanje u sopstvenoj igri.

Meho Krljic

Kao neko ko o gejm dizajnu ne zna ništa sistematično, moje je shvatanje da je level scaling prevashodno prikladan za open world igre u kojima želiš da igraču omogućiš slobodno kretanje po svetu od samog početka, bez gejtovanja i relativno konstantan nivo izazova. Dakle, ako tvoja igra podržava takvu filozofiju, ima smisla da koristiš level skejling. Ako ne, dakle, ako želiš da neke oblasti u igri postanu dostupne tek nakon što igrač ispuni neke kriterijume, onda je logično da ćeš i neprijatelje da zamrzneš na određenom nivou. Souls igre ne bi imale previše smisla sa level scalingom, mislim  :lol:

neomedjeni

Tja, jasna mi je logika, ali mi se i daje čini da je level skaling veće zlo. Slutim da ima dobrih open world igara pomenutog tipa koje nisu koristile level scaling.


Piranha Bythesovi RPGovi, na primer.

Meho Krljic

Pa, ima sigurno. Kako rekoh, level scaling pre svega treba da obezbedi da te igra ne sprečava "veštački" da uđeš u neke oblasti time što će ispred kapije da stavi jako teškog neprijatelja za čiju pobedu bi trebalo da provedeš nekoliko sati grajndujući sopstveni nivo. Dakle, u pitanju je rešenje za jedan problem koje ponekad kreira druge probleme - Oblivion je poznat po tome da su se igrači žalili kako žele da pred kraj igre "obične" neprijatelje pobeđuju sa većom lakoćom (i po modovima koji su isključivali level scaling), ali i Morrowind ga je imao a na to se malo ko žali.

neomedjeni

Plašim se da tu grešiš. Upravo igram Morrowind i uveravam te da nema level scalinga. Niti se sećam da ga je u nekoj ranijoj varijanti igre bilo.

Meho Krljic

Ja mislim da je level scaling u Morrrowind uveden sa dal' Blood Moon dal' Tribunal ekspanzijom, originalna vanila verzija ga nije imala.

neomedjeni

Ne bih rekao, sem ako je ograničen samo na nove oblasti koje su došle sa ekspanzijama. Momentalno sam 41. nivo, živuljke koje su mi pravile probleme s početka igre sada umiru od jednog udarca, a i dalje uglavnom nalećem na bedno opremljene humanoidne neprijatelje.


Imam GOTY verziju igre, sa obe ekspanzije.

Meho Krljic

Jasno, no, imaj na umu da level scaling ne mora da bude ravnomerno raspoređen i da je česta praksa da se skejluju samo neki neprijatelji (bosovi itd.) dok uobičajena boranija ostaje na startnim nivoima.

Sad sam proverio, Giant Bomb ima Bloodmoon na listi igara sa level skejlingom, ali ne pojašnjava da li se ovo odnosi samo na nove oblasti.

neomedjeni

Mislim da bi ovo trebalo da je pouzdan izvor informacija.


http://uesp.net/wiki/Morrowind:Morrowind_for_Oblivion_Players


Creatures do not scale to your level; their stats are fixed.




"There is no scaling and much more limited leveling. Many caves and ruins have fixed-level inhabitants. The creatures that spawn and the loot you find in crates depend on your level, but all creatures and attributes have a static level and higher level creatures never completely replace the low level ones. As a result, low level characters will have a much harder time, but high level characters will actually have it easier. No NPCs have leveled armor or weapons, what they have is what they will always have. Caves and ruins become less profitable as you level up, save for random loot."


Dakle verovatno samo ekspanzije ili ekspanzija.

Meho Krljic

Video sam ja taj viki ali pošto je protivrečio mojim sećanjima o skejlingu u Morrowindu odlučio sam da je ta informacija netačna - a i u zaglavlju mu piše da je nezvaničan, sa sve disklejmerom "To meet our site's higher standard of quality, this article or section may require cleanup. The user who placed this here had the following concern:
General verification and rewording of differences. Already provided information may be rendered incorrect or invalid, needs correcting."

Tako da... jebemliga. Čovek bi pomislio da je lakše izguglati takvu informaciju o tako poznatoj igri, ali nije.  :lol:

neomedjeni

U ovom sudbonosnom trenutku za ljudsku civilizaciju, u kom su širom raširene oči čovečanstva uprte ka Bliskom istoku, grupica osmanlijskih programera je odlučila da pravi lavkraftijanski RPG!!! Pa još traže pare preko kickstartera kako bi finansirali izradu svog nedela!!! Provokacija!!! Drska i bezočna provokacija!!!!


https://www.kickstarter.com/projects/1698219403/stygian-a-lovecraftian-computer-rpg









Meho Krljic

Nisam siguran koji deo svega što ste nabrojali je provokacija, kolega, osim vašeg korišćenja termina "Osmanlije", naravno.

Enivej, lepo su se potrudili oko kampanje i sviđa mi se art direkcija mada moram da priznam da sam gejmplej deluje, eh, kilavo. Ali opet, ako je priča zanimljiva, ako je borbeni sistem interesantan, može ovo da bude solidno.

ridiculus

Dakle, T(urski)-RPG je već činjenica! Imali smo Mount & Blade, pa Overfall, pa sad ovo.
Dok ima smrti, ima i nade.

neomedjeni


Quote from: Meho Krljic on 02-06-2016, 09:16:17
Nisam siguran koji deo svega što ste nabrojali je provokacija, kolega, osim vašeg korišćenja termina "Osmanlije", naravno.

Enivej, lepo su se potrudili oko kampanje i sviđa mi se art direkcija mada moram da priznam da sam gejmplej deluje, eh, kilavo. Ali opet, ako je priča zanimljiva, ako je borbeni sistem interesantan, može ovo da bude solidno.

Ah, pa ja to nako, tepajući.  :lol:


Šalu Istinu na stranu, ovo je projekat koji mi je veoma interesantan i nadam se da će momci i devojke iz Cultic Gamesa uspeti. Dobra vest je da je Brajan Fargo tvitovao o njihovom kickstarteru, što bi trebalo da pomogne skretanju pažnje na isti. Ne traže mnogo, tek 55 000 evra. Pratićemo.

Meho Krljic


neomedjeni

Intervju sa Krisom Aveloneom nakon koga smo bliži otkrivanju Mehovog tajnog identiteta.


http://www.rpgcodex.net/content.php?id=10319



JMR: How much are you interested in Japanese culture? Do you have favorite Japanese movies or anime?


MCA: I do have a few animes that I like, I like Samurai Champloo. I also liked Cowboy Bebop. I really liked a series called Trigun. I like Attack on Titan, even through I didn't like it at first. But mostly the influence from Japanese RPGs came from how they did their companion design. What I always liked about JRPGs is I felt like they always gave you enough time to get to know the companion character and try them out before moving on to the next guy. Because some of the trap that Western RPGs fall into is they'll introduce a few characters at the beginning that you get really attached to, but then when you meet a new character you don't want to switch out because you're comfortable with the old guy. Japanese RPGs stage it so everybody gets equal screen time at the beginning, and it's staggered out. And then at the end, they let you choose, but you've been introduced to all the characters sort of at once, in stages, and I think that works a lot better.



JMR: What do you think of the approach of games like Dark Souls or Divinity: Original Sin to storytelling, where the player has to discover the plot rather than the plot shoving itself down the throat of the player? What are the advantages and disadvantages of this non-linear approach?


MCA: [surprised] Oh, okay. Yes, so... all right, so Dark Souls is one of the games that I use in the example of how visuals and very minimal prose can communicate a lot about a world, without someone talking at you. And what I really like about Dark Souls, I think, visual storytelling, they do a great job, but then with their inventory items, those also tell a story with very minimal attacks. So those are two things that I wish more narrative designers would pay attention to.



JMR: What functionalities and gameplay elements do you want to see in future RPGs?


MCA: Oh, less talking. More things that you see. More stuff that you do to interact with the environment. Like, one thing I like about Divinity is, they have in my opinion superior dungeon exploration mechanics. I think the way that you can manipulate the environment very easily to solve sort of environmental puzzles, I think it's really cool. And it makes me wish that other games would do, would follow their footsteps. But I'd like to see more ways for the player engaging with the dungeon environment that isn't just talking to NPCs and killing monsters.



JMR: All the new cRPG offerings coming out these days have brought the genre back to life. People talk about them, people play them, and they're mentioned in the press quite often. How many young players are falling in love with the genre? Have you done any market research? Is the new generation of cRPG players large enough to sustain it?


MCA: Um, yeah... actually, so I don't have any market research, but there's two patterns that I've noticed. One is, there's a whole new group of players that enjoy the BioWare RPG, when it comes to character relationships, that never used to exist before. I think that's a good thing. The other thing that I've seen is, I think the Bethesda RPGs have gone so mainstream that a lot of people who normally wouldn't play an RPG will play a Bethesda RPG, which I think is a good thing for them. Anyway so, my feeling is the generation is growing, but they don't play all the RPGs in the genre, just certain specific ones.


Perin i ja smo dobili još razloga da plačemo zbog sudbine KOTOR-a.



JMR: What was the storyline for the third KotOR game? What would the player do in the Sith Empire? Was it going to be structured like the first two KoTORs: prologue, four planets and then the ending? Or something else?


MCA: So it was gonna be a little bit different. So basically, I think I've said this before, but the player would be following Revan's path into the Unknown Regions, and he goes very, very deep into the Unknown Regions and finds the outskirts of the real Sith Empire. And that's a pretty terrifying place. The intention was that it would be structured on a basic level like KotOR 1 and KotOR 2, but what would happen is you'd have a collection of hubs, but every hub you went to had an additional circuit of hubs, that you could choose which ones you optionally wanted to do to complete that hub, or you could do them all. But ultimately there was just a lot more game area in KotOR 3, just because the Sith Empire was just so fucking big. But yeah, so, on some level it was a similar structure, but it was intended to... so one of our designers, Matt MacLean, had this idea for Alpha Protocol mission structure, where what would happen is, you'd sort of go to a hub, but it wasn't really a hub, it was like a big mission you had to do as an espionage agent, but then there were like six surrounding missions, that central mission, and you didn't have to do any of them, but by doing some of those, you would cause a reaction in the main target mission that could even make your job worse or easier. Or you could choose to try and do all of them, and he let each of them like cater to like, a speech skill, or stealth mission, or shoot 'em up mission, and that would cause different reactivity. And I always liked that, because I felt like you were being given a larger objective, but you were getting a lot more freedom in how to accomplish it and how to set the stage, so it was easier for your character. And that's kind of the mission structure I would have liked to have bring to KotOR 3, because I thought it was much more intelligent design.


A postaje jasno koliko je Meho Kris nije prestao da mari za Obsidian. Ne bih rekao da je ovo bio prijateljski raskid.





JMR: Fans really want an RPG with MCA as lead writer again. Will that ever happen? Even if it means working for Larian, inXile or any other company that shows interest? Many of us think that when you only write a character or two, or assume a strictly supervisory role, then that waters down the Avellone experience.


MCA: So I absolutely would be a lead writer again. It depends on the company. I did not want to be a lead writer at Obsidian. I would be a lead writer at another company. The issue with Larian is they already have a story structure in place. And the same thing with inXile. But under the right circumstances I absolutely would do it again.



JMR: What's your favorite Obsidian game, and why?


MCA: [thinks for quite a while] I don't think I have one. I think my favorite game is probably... is just the ones back at Black Isle. Like, I mean, I... even though it didn't see the light of day I really loved working on Van Buren. I really liked working on Fallout 3, I liked the pen-and-paper game for Fallout 3. But there... most of the games that I liked were back at Black Isle.


Par novih detalja o Van Burenu.



JMR: When you worked on Van Buren, what aspect of it did you like the most?


MCA: I liked the idea that the interface was kind of like a mini-dungeon you could explore. The idea when Van Buren was... your Pip-Boy actually didn't start out with all its functionality. Like you had some basic programs, so it acted like a normal interface, but the more you did certain things in the environment, like if you discovered, like, how to set off a fire alarms or you set a fire in a building and the fire alarms went off, suddenly a new functionality of your Pip-Boy, "Here, let me find all the emergency exits for you!" And then suddenly all of those would be lit up on the map. And you're like, "Oh, wait a minute, I can use this as like a tracking mechanism to figure out where all the exits are." And you could do that for things like fire suppression system, things like... like where the power sources are in buildings. You could use it to do autopsies on robots and steal their programs, and suddenly your Pip-Boy sort of became like this arsenal that you could use to sort of like navigate the environment. That was cool. And the other thing was... the adversaries in Van Buren could also use your Pip-Boy against you to both cloak their location and track where were you going, so you could actually end up in like a Pip-Boy war, where you're trying to track down each other using a Pip-Boy. So we tried to do a little bit of that in Fallout: New Vegas - Dead Money, where the Botherhood of Steel guy was trying to use the... which basically could have taken over your Pip-Boy, but that was axed, and they were like, "No, you can't do that", so like, "Oh, shit."


JMR: That sounded really ambitious.


MCA: Oh, it actually wasn't too hard, actually most of it just involved rewriting quest text and some of the interface prompts, and that was pretty much about it. But I think they just thought it was too weird.


JMR: Van Buren was supposed to have another party in the world that would wander around and complete quests. Can you tell us how that was supposed to work?


MCA: Yeah, basically what they would do is they would go to alternate locations, and they had their own agenda path they were trying to follow to accomplish certain objectives. And the trick with them is each one of the rival party members actually had a separate agenda, which they didn't fully share with everybody else in the party. So sometimes they would do certain things at locations where it worked with one of their agendas but nobody else's, but the other guys wouldn't know about it, so you could use that against them, where you're like, "Well you know that guy in that location left a note for us to follow you", and they're like, "Oh my god! Are you a traitor?" [shooting sounds] But... it was basically a very heavily scripted NPC mechanic, where we were like, we're trying to increase reactivity and the sense the world was moving on. So, when the player characters would go to one location and do a bunch of stuff, they would be notified that something else was happening in the location and those guys would take care of the quests in an area or conquer that location, and you were like, "Oh, shit", like, "We gotta move." But it was all intended to give the sense that something else was happening in the world without waiting for you.


Meho Krljic

Ne znam što se ja ovde ponovljeno prozivam, ali Kris priča mnoge pametne stvari. Na primer:

Quote from: neomedjeni on 06-06-2016, 11:22:14

JMR: What functionalities and gameplay elements do you want to see in future RPGs?


MCA: Oh, less talking. More things that you see. More stuff that you do to interact with the environment.



Ovo pokazuje da čovek nije zakopan u prošlosti već razume kuda medij ide i kako evoluira.

neomedjeni

Pa, nisam mogao da olako propustim priliku koja mi se ukazala kada je čovek na temu jRPGova, novih tendencija u RPGovima, Dark Soulsa, Bethesde i tako dalje i tako bliže praktično citirao tvoje svakodnevno zvocanje po forumu.  :evil:

Meho Krljic

Možda ja samo prenosim ono što on priča nadajući se da će razum preovladati?

neomedjeni

Sasvim legitimna mogućnost, ali nama nerazumnima je poznato da i ti čovek sa stavom i da ne osećaš potrebu da se zaklanjaš iza bilo čijih reči (naročito svojih  :evil: ), jerbo je argument autoriteta logički i retorički, samo jedna pogreška koje se treba kloniti.

Meho Krljic

Opet ste počeli da pričate pravničkim jezikom, druže Neomeđeni. Ne može to normalan svet da prati.

neomedjeni

Uvek se prešaltam kad se nađem priteran uza zid. Insekt.  :lol:

Meho Krljic

Nego, real talk sad. Pošto je Square-Enix tokom poslednjih godina uglavnom učinio većinu "novijih" Final Fantasy naslova dostupnim na savremenijim konzolama, sa, recimo FFX/X-2 remasterovanim i za PS3 i za Vitu i za PS4, bilo je samo pitanje vremena kada ćemo čuti najavu da najkontroverzniji naslov od svih, Final Fantasy XII dobija rimaster za Playstation 4.

E, pa, čuli smo je:

http://youtu.be/D2-bWotLKqo


Final Fanatsy XII The Zodiac Age izlazi 2017. godine. I, čisto da se ne zaboravi, to je poslednja VELIKA igra na kojoj je radio Jasumi Macuno, ona mu je prouzrokovala takoreći nervni slom i zbog nje je napustio Square-Enix, a interesantni pseudo-MMO model koji je igra rabila nije kasnije više istraživan od strane ove firme....

neomedjeni


No Truce With The Furies!!!

Jaoj, ako Estonci znaju šta rade (pročitah ponovo početak rečenice, ne vredi, opet ne zvuči dobro, a istinit je) ovo bi mogao da bude pravi biserčić.



NO TRUCE WITH THE FURIES is a story-driven isometric role playing game about being a total failure. An almost irreversible, unmitigated failure. Both as a human being and an officer of the law.
Find yourself in a strange and familiar new world, where you can go anywhere you want to. See that liquor store? You can go there. See that motor-carriage? You can drive it into the ocean. See that phone booth? You can call her, and make her love you again!


Or – you can take one final case and crawl back to life.



"NO TRUCE WITH THE FURIES" HAS:


A new genre of setting developed for over 15 years in absolute secret. Neither fantasy, alternate history, nor any type of -punk, a novel set in the same world has been dubbed fantastic realism.
The most advanced visuals ever made for the isometric perspective. A trick of the trade we call paintshading lets us create a moving contemporary oil painting.


A realistic skill system lets you develop original ideas using Conceptual Thinking, tune your nervous system with Electrochemistry, and become a disgrace to the uniform with Composure, a skill that lets you don your disco outfit to the maximum effect.


Writing by chronically success-impaired science fiction author Robert Kurvitz and original music by the Mercury prize winning band British Sea Power.


Thought Cabinet, an inventory for thoughts, where you process the ideas you've stumbled on. Ideas become fixtures, permanent beliefs you can't get rid of, even if you want to.


Exactly one hundred and twenty eight times more choice and consequence than previously thought possible in a role playing video game. This is a world where even the smallest things you say matter.


Inspired by "Planescape: Torment", "Call of Duty: Infinite Warfare" and "Kentucky Route Zero".


"NO TRUCE WITH THE FURIES" has been in development for over a year. It's expected by the end of 2016 for PC.


We are Fortress Occident. We are 13 strong and "No Truce With The Furies" is our debut.


Najzanimljivija stvar - nema borbe.

neomedjeni

Ah, zaboravio sam gore da ostavim link ka sajtu developera:


http://devblog.fortressoccident.com/press-kit/

Meho Krljic

Torment Tides of Numenera ima novi apdejt (bekeri imaju pravo i na steam ključeve za betu. Dao bih ga zainteresovanoj osobi na ovom forumu, naravno, ali posle taj ključ vredi i za punu igru pa bih ja morao da je ponovo kupujem a da li ću ja tad imati para?  :cry: ):


QuoteWhen we last checked in, we were heading towards a content complete milestone, and we are pleased to say we have hit that mark. The game is playable from beginning to end, which marks a major step forward. This is one of the most content rich role playing games I have ever worked on. Here is just a peek at what we have been working on in the last months:


Of course there is still plenty of work ahead and we won't be cooling our heels yet. Our artists, writers and designers are continuing work to bring the game towards a finished state by polishing systems, artwork, quests and more, and QA is an ongoing process. In the videogames business and especially with RPGs, time to iterate is the biggest luxury you can have.
Torment has also grown to around 1 million words – bigger than the Bible – and we feel that getting a good quality translation of such a deep narrative experience is very important for a large percentage of our players. Therefore, we will be turning to professional localization services to achieve the best experience possible. With the game content complete, we have already begun locking down our text and breaking it into batches for localization, so progress is already being made.
This localization is no small feat (not to mention costly!), but we have a secret weapon... we're partnering with a certain publisher to help out on this front. But who is this partner? We can't comment on that just yet... but you will learn more very soon.
All said and done, our combined iteration and localization efforts are looking to be a 6-month process. So, we have two paths open to us, a bit of choice and consequence, if you will. Those of you who have been following our updates know we have been hinting towards a late 2016 release, and we could crunch and rush to get the game out around November. But doing so would mean both sacrificing the quality of our localization and would lead to a less polished game for the nearly 100,000 people total who have backed the game. Therefore, in the interests of giving everyone the best experience, we will be releasing Torment in early Q1 2017.
We know it's frustrating to wait a little longer, but we've come this far. I remember the pain of moving the release of Baldur's Gate 1 effectively into January in much the same way, but that ended up being the right move and we all know how fondly it is remembered today. These types of trade-offs are never easy, but from day one it's been our goal to make Torment the masterpiece you deserve.
We always say it, but we couldn't have got the game this far without all of you. We also know there are many of you who have been waiting to play Torment, and we know from previous experience on Wasteland 2 there's a huge benefit to getting more feedback on the game.


This update represents months of work and tens of thousands of changes (some of which are in the screenshots and video at the start of this update). There are simply too many for us to list each and every one, but here is a list of the most important changes:

       
  • Totally redone user interface art
  • Design improvements and changes to many UIs, including Inventory, Character Sheet, Journal, Effort and Conversation
  • Added Merchants to buy/sell items
  • Reworked early game introduction (updated dialog and new Crisis)
  • Added new companions and characters
  • Added new areas
  • New character portraits (more to come)
  • Reworked character creation and progression
  • Improved environment art, visual effects and sound effects
  • New items and equipment, and tweaks and updates to existing ones
  • Updated placement of items, containers and loot drops
  • Performance and optimization improvements
  • Incalculable number of quest tweaks, conversation updates, typo corrections, bug fixes and more
While this brings us closer towards a final release build, I should reiterate that the game is still in development. You will still notice bugs and rough edges from time to time, and for final release you can expect UI artwork and design, visual and sound effects, and game balance to further improve. We look forward to hearing your feedback, either using our in-game Feedback button or on our forums.







neomedjeni

Mnogo važnija vest je da je igra odložena (opet) za prvi kvartal 2017. godine.  :cry: :cry:




Takođe, izgleda da će se Fargo uortačiti sa nekim pablišerom. Nagađam d aje u pitanju Paradox i  da je novo odgađanje njihova ideja, kako bi Trandža imala 2016. godinu samo za sebe.  :lol:


Kad smo kod Trandže, i ona je imala novi lore apdejt:


https://blog.tyrannygame.com/2016/06/08/dev-diary-4-archons/


Ali u ovom trenutku, najzanimljivije mi je kopati za informacijama o NTWTF.



After our press release, I'm hearing questions – and I want to answer them.


1) IS THIS A JOKE?


No. This is a real game. We're making it.


2) THOSE SCREENSHOTS ARE NOT REAL.


It's a pretty game, yes. We are proud of how it looks. The shots have not been "treated", however, we'll share a video in due time.


3) SO WHEN ARE YOU GOING ON KICKSTARTER?


As of now, there is no plan to go on Kickstarter. It'll be out somewhere around the end of 2016. Delays are delays, if they happen they happen. We won't beat ourselves up about it.


4) WHAT ABOUT COMBAT? DOES IT HAVE COMBAT?

NO TRUCE WITH THE FURIES has violent confrontations at set-piece moments. These are handled within the dialogue system. You can call it heavily scripted turn based combat, if you want to.

There is no real time with pause or traditional turn based combat in the game. We still have hit rolls. We have armour, lives, weapons etc. And you can die. But the action sequences are literature heavy showdowns. You can also lose these showdowns (given that you didn't die) and the game registers it. You're free to limp out of there and try a different approach.


5) IT'S A CHOOSE YOUR OWN ADVENTURE THEN!


It's a role playing game. We have 24 skills under 4 stats. You can develop minute character traits and carry them from conversation to conversation. There is a large degree of freedom in the order you approach the world.


In the parts of the game that are finished, we really believe we have achieved an incredible degree of cause and effect.


6) HOW LONG IS IT?


The degree of cause and effect we are aiming means NO TRUCE is in many ways, the opposite of an "epic" RPG. We thought a compact and very personal story would be the best way to introduce ourselves.


The area you can traverse is a short stretch of urban shoreline, a piece of industrial harbour, a litte shacktown, the interior landscape of your alcohol-mangled psyche... and bits I'd rather not spoil now.


It is hard to estimate playtime, but if you were to hold a gun to my head, I'd say... three or four days.


I opet o borbi:



Hey, designer here.


The way I've always seen it, combat in PS:T was superfluous, but still necessary. What it did was spice up the reward system -- getting plus one Str or XP from some dialogue situation was rewarding, because you thought you could use them to bludgeon some mook to death. This in turn supercharged the dialogues (which were 90% of the game's charm) with that basic acquisition of power thing that makes games go down easier than literature.


So yes, I agree, this type of game benefits from the occasional combat showdown and we have them. But they take place in dialogue. They're not RtWP or classic turn based. I guess you could call them heavily scripted turn based. They have animations and the outcomes are very prose heavy. But you can have armour and you can shoot and you can miss and so on. YOu can also die. The screenshot in the tent is a good indication of how a violent situation can start in the game. There are very few of these moments, however. To have said "cinematic literature driven mega combat system" in the promo would have been disingenuous.

ridiculus

Noćas sam saznao za to, i taman pre nego što ću preneti vest ovde, saznam da se snima film po Stivensonovom romanu Seveneves, pa saznam za opis tog romana od strane Bila Gejtsa i za njegov susret sa Stivensonom (snimljen kao VR film)... i to me odvuklo na drugu stranu.
Dok ima smrti, ima i nade.

Meho Krljic

Dobro, dakle, No truce with the furies ima borbu samo je malo drugačije realizovana - kroz dijaloge. Zanimljivo.

A to da je Torment TON odložen za iduću godinu i piše u apdejtu koji sam postovao. Ne da mene to potresa, naravno, ali razumem vaš bol, druže Neomeđeni. Hoćete ipak taj ključ za betu, a ja ću igru već kupiti kad izađe?

neomedjeni

Hvala mnogo mnogo mnogo na ponudi, ali radije bih da ne igram igru pre nego što definitivno izađe. S vašim ključevima, druže Meho, verovatno bih do Nove godine nakupio preko sto sati u beti.  :lol:




Meho Krljic

Pa šta bi vam falilo?

No, dobro, istina je da treba i taj državni ispit da se već jednom položi...

neomedjeni

Zapravo, problem je što to neće sam od sebe, nego što ja treba da ga položim. I što je u pitanju pravosudni, a ne državni, jer državni je laganica. I što sam ja nedisciplinovana životinja.  :cry:

Meho Krljic

Levelapujte se, druže Neomeđeni!!!!!!!! Postanite pravosudno sposobni. Biće tu raznih perkova i otvoriće vam se novi slotovi za opremu  :-| :-| :-| :-|

neomedjeni

 xrofl


Druže Meho, kako bismo se stropoštali na pod u napadu ludačkog cerekanja da nema vas?

ridiculus

Zar nemaš neki skil koji omogućava da padneš bezbolnije? :)
Dok ima smrti, ima i nade.

neomedjeni

Na ispitu ili na pod?  :lol:


Nekoliko uzbudljivih novosti, drugari. Najpre, tajanstveni pablišer kog je Fargo našao za T:ToN je Techland, poljski developer odgovoran za Call of Juarez, Dead Island i Dying Light franšize. Poljaci su zapravo prošle nedelje najavili da planiraju da postanu global publisher i reklo bi se da je Torment prvi korak ka ostvarenju tog cilja. Evo tizera skrpljenog za tu objavu:


http://youtu.be/lRHxEsNYAuU




A ako smo i sumnjali koji je Beamdogov naredni korak, sada su sve sumnje razvejane. Čeka nas nova D&D igra. Sa njihovog sajta:



Ever considered taking your love of roleplaying games to the next level and actually becoming part of their creation? Do you dream about constructing epic quests for the players of your tabletop game? Would the idea of being part of the future of Dungeons & Dragons on computers appeal to you? Beamdog, the game developers behind Baldur's Gate: Enhanced Edition, Baldur's Gate II: Enhanced Edition, and Icewind Dale: Enhanced Edition—as well as the newly released Baldur's Gate: Siege of Dragonspear—are looking for a Narrative Designer to join their creative team.


RESPONSIBILITIES


The Narrative Designer will be responsible for working with the rest of the Beamdog creative team to craft an upcoming (and currently unannounced) CRPG in the Dungeons & Dragons universe. This means coming up with unique and exciting quest designs, creating brand new characters the fans will love, and being responsible for their writing and dialogue through the entire iterative and editing process all the way to release.


It's hard work, as Beamdog's games require a great deal of writing as well as flexibility on the part of the narrative designers, but it makes for a new challenge every day. There is no other career quite like it!


https://www.beamdog.com/jobs/6
















Father Jape

Je l' drug neomedjeni već kačio ovo:

https://www.pastemagazine.com/articles/2016/06/the-singular-vision-of-videogame-designer-jeff-vog.html

"cantankerous and focused developer of old-fashioned isometric RPGs"
Blijedi čovjek na tragu pervertita.
To je ta nezadrživa napaljenost mladosti.
Dušman u odsustvu Dušmana.