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Kompjuterski RPG-ovi

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

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Meho Krljic

Ma, naravno. Već negde rekosmo da je višak slobodnog vremena uzrok mnogih savremenih zala i da će verovatnodovesti do pada zapadne civilizacije. No, ja i ne mislim da treba da pokrštavamo zilote, ko voli samo PC i zauvek PC je slobodan da ga voli i mrzi konzole i  bojkotuje igre koje misli da su konzolizovane itd. Ovo što pišem je više da se neka umerena i dobronamerna osoba ne radikalizuje pod plimom ostrašćenih komentara.

neomedjeni

Ono što me čudi je način na koji je Fargo donosio odluke u vezi cele priče. Okej, uradio si konzolni port jer želiš veću zaradu i jer je ovo jedinstvena prilika da je ostvariš. Znaš da će te grupica fanatika pljuvati zbog toga na svakom koraku i pomiren si sa tim. Ali zar je otkazivanje jednog intervjua sa tridesetogodišnjim kvazinovinarem koji bi ti, u najgorem slučaju, postavio par neprijatnih i drskih pitanja, zaista bilo bolje rešenje od njegovog održavanja. Jer ovako je samo proširen krug hertera i došlo do toga da se progonu po netu pridruže ljudi koje bi inače verovatno, ako ništa drugo, ranije mrzelo da se time bakću.


Opet, moguće je da ja ne vidim ni izbliza celu sliku i da postoje razlozi zbog čega je sve moralo ovako da ispadne.

Meho Krljic

Ja apsolutno nemam pojma, naravno, o okolnostima vezanim za taj incident, ali lako mi je da zamislim da Fargo, uspešni biznismen koji je više puta u životu pokazao da zna šta radi, koji posao gradi sopstvenim novcem i sopstvenim znanjem, naprosto nije želeo da gubi vreme na nešto što mu u krajnjoj liniji nije mnogo bitno u ovom trenutku a samo bi mu donelo privremenu sekiraciju. Naravno da ga to pokazuje kao drkadžiju u određenoj meri ali koji uspešan biznismen to nije?

neomedjeni

Jedna od stvari zbog kojih je Swen Vincke poseban među RPG developerima odnosi se na činjenicu da je čovek fan RPG Codexa (ili se veoma veoma dobro pretvara da je fan). Zbog toga je Codexov izveštač sa Gamescoma (isti čovek koga je Fargo ispalio) neočekivano dobio priliku da, umesto samo polusatne prezentacije Original Sina 2 koju je trebalo poseti, provede gotovo tri sata uz igru. Odnosno, čovek je prvo sat vremena igrao igru u Swenovom društvu, zatim sat vremena intervjuisao Swena, da bi na kraju odgledao i polusatnu prezentaciju s početka priče. Krajnji rezultat je izvanredno informativan članak o igri sa pratećim intervjuom (ili izvanredno informativan intervju sa pratećim člankom o igri, zavisi od tačke gledišta) koji od srca preporučujem svakom za čitanje. Potrudiću se da uz link ostavim najzanimljivije detalje za one među nama koji ipak nemaju toliko vremena, jer je tekst zbilja obiman.


http://www.rpgcodex.net/content.php?id=10387



Instead, let's talk about the new additions and changes to the formula. D:OS 2 seems to have been fine-tuned and expanded in every aspect of its design; it's been massively improved in comparison to the prototype I played last year. Even some of Larian's most outrageous ambitions seem to have been successfully implemented. The tags and origins systems, for example, have transformed character creation into an even more complex experience and brought a staggering amount of reactivity to the game. When you make your character (only one this time), you can choose from a range of races (Human, Elf, Dwarf, Lizard in the Early Access version; Undead will be unlocked later) and pre-written origins (currently four, from exiled prince to vengeful former slave). Each of these selections will add a "tag" to your character, and this tag is then frequently (!) checked during character interactions.


For example, if you choose the The Red Prince origin, you will get the "Red Prince" tag; this identifies you as male lizard who is trying to reclaim his noble birthright. This tag also unlocks a personal questline to regain the throne, which you can pursue alongside the game's main quest. You can then add two other tags like "Jester" or "Scholar" to further flesh out your character's personality; other tags can gained during gameplay. Each of these tags unlocks unique NPC reactions – some good, some bad – and gives you access to special dialogue options. If you have the wrong tag, an NPC might refuse to speak to you or even try to kill you; conversely, NPCs who react positively to your tag might offer you an alternate quest solution or give you information you would otherwise not have been able to find.



While the prototype still seemed slightly gimmicky and offered room for doubt about the large-scale viability of such a complex system, the new Act 1 gameplay felt very "real" and convincing. I talked to well over a dozen NPCs in the rather sizeable prison colony of Fort Joy (the first Act of the game, and the area featured in the Early Access version), and the sheer amount of reactivity I encountered was jaw dropping; every conversation I had seemed to be influenced by my character's personality, race, or background, and many of these reactions seemed to be quite meaningful, affecting quest solutions and forcing me into battles I might otherwise have avoided. I can't think of any other game that has offered this level of character-based reactivity; if Larian can maintain this level of detail throughout the game, I will be deeply impressed.


You can make a character without an origin, but then you'll only get simple background tags like "Female" and "Elf". These also provide plenty of reactivity in the game, but they lock you out of your origin-specific quest line. Consequentially, I see very little value in making a character without an origin. The origins you did not pick will become your companions instead. These companions can also be used to affect NPCs in dialogue and change quest outcomes, based on the tags they have; however, the origin quest is only available to the main character. You may still see the personal stories of the other NPCs unfolding if you play with them in your party, but these stories "might not go very well." Fair enough.


.....


I didn't spend a lot of time in battle this time, but what I saw of combat still seemed fairly similar to the prototype from last year – and that's a good thing. The smaller AP pool still works very nicely, and the new skills still encourage lots of clever combinations and trickery with status effects, especially in the PvP arena. The new magical and physical armour pools add even more tactical complexity, and work as a good counter to status effect spam; you cannot be afflicted by a negative magical or physical status effect until the corresponding armor pool is completely drained. The AI also seems to be fully capable of dealing with the new mechanics; at the very least, I never saw it make a mistake. Basically, this seems like an improved and expanded version of the classic Original Sin system, and that suits me very well.


.....


Finally, a word on the writing: what I saw was surprisingly good. I'm among the people who didn't think very highly of D:OS 1's writing; I actually didn't dislike the humour at all, but the storylines and characters seemed rather too slight and clichéd for my taste. D:OS 2, on the other hand, presented me with me much stronger themes. I met religious people abandoned by their gods, trying to fill that void with some strange substitutes. I saw the varied exertions of power in a prison colony; I saw lunatics who seemed to have broken under the pressure. I encountered so many liars and murderers that I began to distrust the people around me. This is good stuff – much better than what I saw in the prototype – and it represents a major evolution in the writing style of the series. And don't get me wrong: there's still a good amount of jokes and puns in the game. Making a game that combines dark themes and humour can be very difficult, but so far, Larian seem to be succeeding.


.....



Bubbles: In the first game and in the Enhanced Edition, enemies seemed to be clustered a little too tightly together, making them vulnerable to bombs and other AoE attacks. Have you made any changes to enemy positioning in encounters?


Swen: Actually, that's a really good question -. if you look at this scene here [a large open space in Fort Joy], this is a potential combat zone, so all the guys that you're seeing are going to be [part of the battle], and it shows you how they're spread. When we were making OS, we were making up the combat system as we went; now we know what combat system we have – so combats have also been taken into account in level design. It's no coincidence that this guy is here, that this guy is here – he's gonna be rushing in when the combat starts – and this is the guy you're gonna be triggering the combat with. So they're spaced around, which makes it a lot harder, and they're also taking advantage of verticality.


Bubbles: I see one guy standing on the balcony...


Swen: Yeah, so if I'm here [he positions a player character on the balcony and selects a ranged ability; its range indicator is now extended by an extra area shaded with little green plus signs]. See, that's the height advantage that I get. You get extra range because you're at a height; the little pluses that you see basically show you how much benefit you get. So, yeah, a lot of things have been taken into account in our design.


......



Bubbles: Now you've given me a great set-up; you're making a game that is more complex to a certain degree, right? You can change your skills per encounter, you have two additional bars for physical and magic armour, ...


Swen: Yes. But it comes naturally, I think. Because all these things are introduced as you progress through the game. You don't start with physical armour or magic armour. You don't start with cursing or blessing surfaces, you get to learn these things. Source points – you currently have a Source collar, but once that goes away, all the Source skills come into play. See these little holes [beneath the character portraits]? Those are Source points – in the beginning you'll have one Source point, then you'll have two, then you'll have three. If you have three Source points, you get real "Source combinations" – that's the later level skills. It continues to become more complex, but it starts... simple, I guess?... like the first Original Sin. With less action points in combat, which makes it more manageable tactically... actually, let's do this: we'll do a little bit of the arena; it allows me to show combat easier.


.....



Bubbles: Which part of this writing is by Chris Avellone?


Swen: He's doing the Undead origin story, and that one you're not seeing. That's gonna be something very special, so we're keeping that for later. So you haven't actually seen any of Chris's writing yet.


......



Bubbles: I remember that you were talking about making this huuuuge city last year; were you able to realize that ambition?


Swen: Fuck, you should see that city! Arx has been split up into two parts, actually, because it was too big. It's now a place called Driftwood, and a place called Arx. So.... Act 2 is... ahhh.... yeah.... it's big. And there's also a village. The joke at Larian is that the level designer screwed up and the map was four times the size it was supposed to be. So we blindly started filling the map with content and we kept wondering "Why are we not ending with this? Why do we keep putting more content in there? Joachim, are you sure it's the same size as Cyseal in OS 1?" And he was like "Yeah, yeah, I'm sure, I'm sure!" And after a while, he was no longer so sure. So we made it a bit smaller, but we kept all the content in there.


xrofl xrofl



Bubbles: This almost sounds like too many already.


Swen: I really like that, because... you know, you always get the save scumming thing, right? But you can't save scum in this one, because you can't keep track of all the permutations. The result is that you think "Fuck, I have to live with the consequences of what I do!"If you play Sebille, and you meet Red Prince, then you'll most likely get into a fight. But if you do it as Red Prince, then Sebille will put a needle in your neck, and if you fail a persuasion check, you'll just die. [Social checks are now governed by character stats instead of the rock paper scissors system.] She's a former slave with a hit list... I'll show you that later.


So this is Ifan, and he has a mysterious note on him telling him that his kid is still alive. That's his origin quest, getting his kid back. Ifan used to be an assassin, and they want him to pick up his old job. And one of the assassination requests he's gonna have is to kill somebody you need as Red Prince when you're trying to get your kingdom back.


Now, let me show a secret... I'll show you two. [He walks his character to a collapsed bridge over a chasm right next to my starting point.] You went here, right? And you didn't see anything?


Bubbles: Right.


Swen: Well, if you'd had a teleport skill, or you'd come back with a teleport skill, you'd have been able to go here [he teleports across the chasm], and then you'd discover, over here... [he explores a small area and finds two corpses and a treasure] two guys, who were fighting over this pouch. And then you'd discover [he moves the camera around], hey, there's this entire new area here – that wasn't on my map! Where is this on my map? And then you start exploring the map – that's the Ultima thing, right? "How can I get there?"


And here's the other secret – you passed by here, because you're not used to this sort of thing in the game. There's a secret area here – I'm spoiling it for you now, but this is another way you can get out of Fort Joy. You can sneak through here, and... [omitted for spoilers]






Meho Krljic

In this week's episode of Axe of the Blood God (download link here), I welcome legendary RPG developer Chris Avellone and Divinity: Original Sin creator Swen Vincke to the podcast to in-depth on 2014's breakout hit RPG..

neomedjeni

Krisa i Svena je uvek zadovoljstvo slušati.


A indie scena nam obećava još jedan nezaboravan roguelike turn based RPG na temu večite borbe između dobra i zla. Uz prstohvat inspiracije pronađen u onim delovima Martinovih romana koji se tiču Noćne straže.


http://youtu.be/ugTpCCMYW9A

neomedjeni



Malo novosti sa steama o novoj AoD igri.




Yes, of course. Only your character's death will end the game. There are 10 potential party members as I've mentioned, two of them non-human. I think you get 6 people just by asking them to join you (or having someone with good Crafting skills) and you need high CHA to get the other 3.


Quick example: you and your new best friend go against 5 guys. It's a very tough fight. You can try to convince them that resistance is futile and you have a couple of point in Charisma, one guy will stand down, so now it's 2 against 4, much better odds. However, if your Charisma is actually good, that guy will switch sides and join you, so now it's 3 against 4, plus you get to keep the guy.


http://steamcommunity.com/app/230070/discussions/0/361798516947539403/?ctp=2#c359547436765840969

neomedjeni

Poprilično neočekivano, Legend of Eisenwald, igra iz 2015. godine koju najčešće opisuju kao miks RPG-a i strategije i koja nije baš privukla pažnju igrača, ponovo živi kroz kickstarter kampanju za neku vrstu stand alone ekspanzije.


https://www.kickstarter.com/projects/1684781151/eisenwald-blood-of-november


In this new story you will get to decide who is fit for the throne of the duchy of Eisenwald. The duke is dead, long live the duke. Two factions vie for the throne and you will have to choose a side, for neutrality is not an option.



We considered where we wanted to take the Eisenwald experience following on from Legends of Eisenwald and we decided that the sandbox route might suit our style of gameplay best. This will give the player an opportunity to experience the world of Eisenwald from a new angle, but still enjoy an old-school adventure in a standalone form. It's also a great option for players scared off by the hefty 50 hours that was in Legends of Eisenwald. No prior knowledge of Eisenwald is required to get the full experience in Blood of November.


This new adventure will have many new features:


Random events that add a great amount of replayability;
Smart re-spawn - improved dynamic balance of the armies;
Updated look - the engine and graphics will be reworked and improved;
Sandbox like gameplay – freedom of movement;
Experimental quest system that will change according to your behavior.


Traži se 12,000 dolara. Blood of November će u prodaji koštati 9, bekeri koji pljunu 12 dolara za kampanju dobiće ekspanziju + orginalnu igru. Fino spakovano.

neomedjeni

A evo i nečega za druga Perina. Tahira, Echoes of the Astral Empire, igra je koja kopira formulu Banner Sage, s tim što bi se reklo da su RPG elementi nešto naglašeniji nego što je to bilo kod BS-a. Igra je od juče u prodaji na Steamu i GOG-u, košta oko 13,5 evra.


http://youtu.be/fsvDHaj338o



Tahira: Echoes of the Astral Empire is a tactical turn-based RPG, set on a world fallen into a medieval dark age after the collapse of a spacefaring civilization.


You must guide Tahira, the 20-year-old princess of Avestan, on the most challenging night of her life as she fights to save her people from the genocidal Astral Empire.


You'll fight large-scale tactical turn-based battles using guerrilla warfare tactics, including ambushing enemies, taking cover and knocking foes off cliffs. You'll also develop relationships with those traveling with you and uncover secrets of a time when man traversed the stars with impunity.


Main features:
A World Fallen Into a Dark Age – Explore a planet still reeling from the collapse of a galaxy-spanning empire. Learn the history of a former frontier world, and the ancient spacefaring people who first explored it.
Turn-based Guerrilla Warfare – Control up to 20 characters as you fight against the vast army of the Astral Empire in tactical turn-based battles. You must utilize the environment to even the odds by ambushing enemies, taking cover and knocking foes off cliffs and rooftops.
Never Fight the Same Battle Twice – Tahira has no filler fights. Each encounter has been specifically designed to advance the story. Battles take place in large environments and feature multiple phases, ranging from the three-stage defence of a town to a desperate struggle to rescue trapped civilians.
More Than Just Fighting – You don't just advance from one battle to the next in Tahira, between skirmishes, you'll find yourself exploring the environment, learning Tahira's thoughts about the world and getting to know the people who are travelling with you.
Near Real-time Experience – The majority of Tahira takes place over one night. The game is designed to give you a near real-time experience as you guide our heroine through the most challenging night of her life.
A Rich Cast of Colourful Characters – Including Baruti, an Avestan General; Claw and Hammer, a mercenary power couple attempting to repay a 20-year-old debt to Avestan; and Iba, Tahira's loyal horse.
Tactics for Beginners & Experts - With four difficulty settings, Tahira caters to gamers just interested in the story, seasoned turn-based tactics veterans looking for a brutal challenge and everyone in between.

neomedjeni

Još jedan vrlo informativan tekst o novom Divinytiju.


http://www.pcgamesn.cominity-original-sin-iiinity-original-sin-2-origin-story-pvp-arena-combat



ridiculus

Jel to nešto na račun neomedjenog? [emoji38]
Dok ima smrti, ima i nade.

Meho Krljic

Dalekobilo. Ali je interesantno.

neomedjeni

Da, tragikomična je istina da je svaki pravnik želeo da bude nešto drugo u životu. Ili barem to želi otkad je postao pravnik.  :cry:


Interesantna ideja, ali poprilično visoko postavljeni ciljevi. Videćemo hoće li uspeti.

neomedjeni

http://www.rpgcodex.net/content.php?id=10394


Još jedan veoma dug izveštaj Codexovih reportera sa Gamescoma. Ovaj put su pokriveni Mount&Blade 2, Kingdom Come, Spellforce 3, South Park 2, Morning Men i The Dwarves. Da budem iskren, budući da mi je danas poslednji dan na poslu pred odmor, nisam i neću stići da ga pročitam do sutra, ali prema uvodniku izgleda da su igre koje su ostavile dobar utisak i čije opise vredi pročitati prve dve od nabrojanih.

Meho Krljic

Quote from: neomedjeni on 02-09-2016, 08:50:09
Da, tragikomična je istina da je svaki pravnik želeo da bude nešto drugo u životu. Ili barem to želi otkad je postao pravnik.  :cry:


Interesantna ideja, ali poprilično visoko postavljeni ciljevi. Videćemo hoće li uspeti.

Da, ja sam se lomio oko Vidara, tj. razmišljao da li da ga podržim na Kikstarteru ali mislim da je na kraju moja banka napravila odluku umesto mene pa tako ova igra sad ide bez moje novčane podrške. ALi zanimljivo deluje i, pratićemo dalje.


neomedjeni


Kad smo već kod igara i ljudi kojima ste poverili svoj novac, druže Meho...  :lol:

https://www.rockpapershotgun.com/2016/09/01/brian-fargo-torment-wasteland-interview/




neomedjeni

Ovo je bukvalno došlo niotkuda i u prodaji je od 7. septembra.


http://youtu.be/g4QoN180OyM





Ember is an open-world, story-driven RPG developed by N-Fusion Interactive.


A passion project 10 years in the making, Ember is a homage to classic role-playing games, like Baldur's Gate and Ultima.
About Ember


"Back in the earliest days, there was no sun and the world was dark. The heavens opened up and stars fell like beacons into the pitch black world, and they were known as "Embers". Powerful and wise druids of a primordial race, "the Lightbringers," roamed the land searching for this luminous matter. They performed a ritual of awakening to call the "Embers" out of their deep sleep. Suddenly the world became bright, and the veil of darkness was lifted. The Embers were the embodiment of magical flame, light, and life, but as word spread about the sheer power of the Embers, they came to be hunted and captured...and so the War for Ember began..."


Gameplay overview


A passion project 10 years in the making, Ember is a homage to classic role-playing games (RPG). Enter the world of Ember as a resurrected "Lightbringer" summoned to protect the dying Embers as the world is on the brink of collapse. Beginning in the Deep Barrows, traverse vast environments divided between above ground and underground realms – ranging from lush forests to dry deserts and dark abysses – to reach the City of Light. See how the story unfolds through encounters with strangers by making pivotal decisions about your own destiny.




Key features
Classic-style RPG with 30+ hours of epic adventure
Epic storytelling filled with fascinating characters, lore, adventure, and humor
Over 70 quests with diverse gameplay enabling players to choose their path
Engaging party-based real-time combat system with tactical pause
Over 65 combat skills for the player to use in customized battle party strategy
Encounter hundreds of NPCs with their own tales to tell
In-depth crafting system, from baking bread to forging magic weapons
A seamless world with over 20 handcrafted environments and dark dungeons that are fully interactive and feature movable objects, weather changes and day / night cycles
Adventure with different companions with their own backstory quests

Meho Krljic

Moram da kažem da mi N-Fusionov portfolio ne uliva baš previše poverenja da bi ovo moglo da bude vredno našeg vremena. Ali opet, passion project, ten years in the making... tko zna....

neomedjeni

Niko nema previše vere da bi ovo moglo da ispadne dobro, ali zato i postoje ruski torrent sajtovi.  :lol:

Meho Krljic

Vi i dalje razmišljate u domenu novca, druže Neomeđeni, a ja u domenu vremena.

ridiculus

A ja ću da se založim za treći resurs: mentalnu higijenu! Zašto bismo igrali loše igre ako su i besplatne (ili nabavljive bez plaćanja)?
Dok ima smrti, ima i nade.

Meho Krljic

Ma to poslednje je posebna priča. Ja sasvim uvažavam igranje loših igara iz istraživačkih ili edukativnih pobuda. Vreme je moj najdragoceniji resurs, though. To doduše ne objašnjava zašto sam jutro proveo igrajući Gradius i Double Dragon II umesto Deus Ex: Mankind Divided  :lol: :lol:

neomedjeni

Quote from: Meho Krljic on 04-09-2016, 08:20:07
Vi i dalje razmišljate u domenu novca, druže Neomeđeni, a ja u domenu vremena.


Pa, ne možemo zasigurno znati da je igralo loša dok je ne isprobamo, zar ne? Par (desetina) sati u RPGu, i znamo da li treba da ga brišemo sa harda ili metnemo na višlist na stimu.


Quote from: ridiculus on 04-09-2016, 09:08:45
A ja ću da se založim za treći resurs: mentalnu higijenu! Zašto bismo igrali loše igre ako su i besplatne (ili nabavljive bez plaćanja)?


U potpunosti se slažem, naročito imajući na umu da možemo da igramo dobre igre, jer su besplatne ili nabavljive bez plaćanja.  :lol:

Meho Krljic

Pa u tih par desetina sati i jeste problem - nemam ih. Pre neki dan sam shvatio da mogu relativno precizno da izračunam koliko ću još igara do kraja života završiti ali odustao sam, delovalo je depresivno  :lol:

neomedjeni

Ko će dočekati godinu promene?  :cry:


http://www.irontowerstudio.com/forum/index.php?topic=7244.msg146463#new


Quote from: Meho Krljic on 04-09-2016, 11:09:59
Pa u tih par desetina sati i jeste problem - nemam ih. Pre neki dan sam shvatio da mogu relativno precizno da izračunam koliko ću još igara do kraja života završiti ali odustao sam, delovalo je depresivno  :lol:


Pa zato imate mene, druže Meho.  :lol:

Meho Krljic

Dobro, Larian i Iron Tower su divni ljudi i igre su im dobre i sve to ali da li su ikada, kao Bethesda, odali poštu preminulom fanu, stavljajući lik na njemu baziran u DLC ekspanziju fallout?


Bethesda's touching tribute to a fan who passed away

ridiculus

Dobro - oni će u raj, a njihovi dizajni će u pakao. I svi zadovoljni!
Dok ima smrti, ima i nade.

neomedjeni


Meho Krljic

Iz senke, u smislu da je član Kodeksa i da je na njemu pratio njen razvoj i učestvovao u diskusijama?

neomedjeni

Iz senke, u smislu da je član Codexa od 2002. godine, da je za to vreme napisao ukupno 30 poruka, da se nije oglašavao na Codexu veoma dugo, da do sada nije napisao nijedan post na bilo kojoj temi vezanoj za Underrail i da niko nije imao pojma da je uopšte svestan postojanja Underraila.

Meho Krljic

S obzirom da neke od ovih JRPGova actually imamo i u PC verzijama:


How To Get Into Trails, One Of The Best RPG Series Out There

neomedjeni


Inxile je izbacio novi trejler za Torment. Nazvan je Legacy&Meaning i očigledno pokušava da ukaže kako i koliko je nova igra inspirisana starim klasikom i kakve ideje stoje iza nje.

http://youtu.be/R3Obg_hz_BM


Takođe, tu je i novi apdejt sa interesantnom pričom o Nekropolisu za backere.


https://www.kickstarter.com/projects/inxile/torment-tides-of-numenera/posts/1674434

neomedjeni

Imamo novi apdejt za Divinity:Original Sin 2.


https://www.kickstarter.com/projects/larianstudiosinity-original-sin-2/posts/1670081


Ništa posebno senzacionalno, kratak izveštaj sa Pax Westa, najava da će D:OS EE uskoro biti na popustu, podsećanje da je  Early Acces 15. septembra. 


Najzanimljiviji deo se zapravo ne odnosi igru, već na književne preporuke Larianovog tima. Pa ću to da postujem. Riba zvana Char ima vrlo prefinjen ukus.



Swen recommends Terry Pratchett's Small Gods, Robin Hobb's Assassin's Apprentice and David Gemmell's Legend, which he calls "flawlessly-executed heroic fantasy".


Our producer David is very keen on Robin Hobb's Farseer Trilogy and also has a sizeable Dragonlance collection, of which he recommends the War of Souls Trilogy and the Lost Chronicles. 


Senior Scripter Mathieu recommends Patrick Rothfuss' Kingkiller Chronicles, George RR Martin's Song of Ice and Fire Series, and Joe Abercrombie's First Law Trilogy.


Programmer Artem thought about his choices all night and finally decided on Alexey Pehov's Chronicles of Siala and The Cycle of Wind and Sparks. 


Writer Kevin loves Ursula Le Guin's Earthsea Cycle, Madeleine L'Engle's Many Waters and Neil Gaiman's American Gods. 


Scripter & Designer Slava recommends Wolfhound by Maria Semyonova, which only the lucky Russian speakers amongst you will be able to read. 


Lastly, writer Char urges you to check out Gene Wolfe's Shadow of the Torturer, Scott Lynch's The Lies of Locke Lamora, China Mieville's The Scar, M John Harrison's Viriconium and Fritz Leiber's Lankhmar... and would keep typing more if she was allowed. 



Meho Krljic

Igra na kojoj radi Alec Meer:


https://youtu.be/YymBSciRCac


Quote
Quote is an action-RPG where you, a servant of the god of ignorance, try to destroy all knowledge. You do this by slaying heretics, smashing authors, and burning books. It's got a surreal look to it, and it's inspired by authors like Vonnegut and Bradbury. It'll be out later this year.

neomedjeni

Slatko. Ako ništa drugo, podsetila me je da bi stvarno trebalo da pročitam neku Vonegatovu knjigu. Time, time...  :cry:

neomedjeni

Fenomenalno. Divinity:Original Sin 2, igra koja je tek u Early Accessu, odmah se našla na prvom mestu po prodaji na Steamu.


neomedjeni

Aleluja, stižu Tamnički pacovi!!!!! U oktobru!!!


http://www.rpgcodex.net/forums/index.php?threads/dungeon-rats-iron-tower-studios-age-of-decadence-dungeon-crawler-officially-announced.110962/




Your adventure starts in the dusty shadows of a prison mine many leagues from any trading post or settlement. The 'Second Chance' (as in your second chance to become a productive member of society) is the most feared of all 'hard labor' and 'gladiator camp' prisons. Once the jewel in a string of rich iron mines, the shafts were long ago exhausted and the ore spent. No longer profitable using conventional slave labor, the prisoners who work it now trade whatever ore they can scratch from the rock for scraps of food.


Having already tested the futility of fighting the guards, you do not resist when you are hurled into a cage suspended above the main shaft. The barred door crashes shut, the crack of a whip signals a pair of slaves to the crank, and the cage begins its slow and creaking descent. A one way trip to hell awaits, past bright fires, screaming faces, and beyond, into the impenetrable blackness of the lower levels.


Dungeon Rats, named after the 7th Heavy Armored Division of the Imperial Guards, is a turn-based, party-based dungeon crawler set in the same world as Age of Decadence. This is an RPG focused almost exclusively on squad level tactical combat for players who enjoy turn-based games in general, and AoD's combat systems in particular. If fighting your way out of a prison mine - and frequently dying in the attempt - is your idea of a good time, you've come to the right place.


Starting out as a new prisoner at the bottom of the gangs-ruled prison hierarchy, and of the prison itself, you must fight to survive and develop your combat skills, acquiring better weapons and equipment as you go. Recruit allies to your struggle or carry on as a lone wolf, and kill anyone foolish enough to stand in your way.


Features include:

Tactical combat system, including standard attacks, aimed attacks targeting specific body parts, and per-weapon special attacks such as Whirlwind and Impale.


Detailed crafting and alchemy systems: forge your own weapons, brew potions and poisons, experiment with Liquid Fire and Black Powder.


8 weapon types: Daggers, Swords, Axes, Hammers, Spears, Bows, Crossbows, and Throwing Weapons, each with its own advantages and disadvantages.


Fully customizable main character, as well as 10 possible companions, not all of them human (maximum party size is 4).


50 challenging fights


Notable changes from the Age of Decadence:


Party-based - the most frequently requested feature.
Flanking and other strategic bonuses. Positioning matters a lot.
Manual placement of your characters before a fight.
Charisma determines the number and quality of your party members.
Skill points are split between the party members: more people means fewer skills points per person and slower level ups.
New weapons, armor, and creatures.
3 difficulty levels: Nice Guy, Tough Bastard, Murderous Psychopath


Ovo je za valjanje od smeha.


Iron Tower Studio is a premier destination for all your hardcore RPG needs. Proudly serving 0.003% of the Global Gaming Market since 2015. The remaining 99.997% need not apply.





neomedjeni

Završio sam Lords of Xulima, RPG sa zaista solidnim sistemom borbe koji me je ponukao da dobauljam do kraja igre i par finih zagonetki pride, ali takođe i RPG koji je doprineo da shvatim kako definitivno ne podnosim sisteme levelovanja zasnovane na unapređenju atributa prilikom svakog level upa. Počep sam igru sa atributima koji su imali vrednosti od 7 do 15, a završio sa vrednostima od 60 do 105. Taj pristup ubija svaku čaroliju kod levelovanja, tvoji dragoceni atributi na kraju postanu samo nizvovi dvocifrenih i trocifrenih brojeva bez ikavog većeg značaja. Koliko je to drugačije i zanimljivije u sistemima koji vas puštaju da atribute povisite samo dva ili tri puta u toku igre za poen ili dva i u kojima svaki poen čini ogromnu razliku, koji umesto atributa favorizuju skilove i feate pri levelovanju. Eh.

ridiculus



Quote from: neomedjeni on 19-09-2016, 13:44:45
Počep sam igru sa atributima koji su imali vrednosti od 7 do 15, a završio sa vrednostima od 60 do 105. Taj pristup ubija svaku čaroliju kod levelovanja, tvoji dragoceni atributi na kraju postanu samo nizvovi dvocifrenih i trocifrenih brojeva bez ikavog većeg značaja.

To, a i potpuno mi ubije svaku draž u igri u kojoj se na početku ravnopravno mlatim sa goblinima, a na kraju sa bogovima.
Dok ima smrti, ima i nade.


ridiculus

To sam čitao sinoć, i bio sam siguran da ćeš ti to da postaviš jer je na Kotakuu, koji ja ne čitam, ali čitam Tonija Karnevalea...

Ali, što to pod RPG? Čekam da pogledam snimke sa tog dešavanja (danas popodne) pa ćemo dopuniti temu.
Dok ima smrti, ima i nade.

Meho Krljic

Quote from: ridiculus on 20-09-2016, 07:37:56

Ali, što to pod RPG?

Pa roguelike>dungeon crawler>RPG

ridiculus

Roguelike je pre svet za sebe, a jedna od udarnih "atrakcija" na dogadjaju su bila braća Adams, aka tvorci Dwarf Fortress, koji nije RPG ni u najoptimističnijoj definiciji.
Dok ima smrti, ima i nade.

Father Jape

Underrail je na 50% popusta na Steamu, što će reći 7 evra.
Blijedi čovjek na tragu pervertita.
To je ta nezadrživa napaljenost mladosti.
Dušman u odsustvu Dušmana.