So Alex from Kot-In-Action has finally given us a sort of demo trailer for some gameplay of what will become Tomes of Mephistopheles. It looks interesting and as usual from Kot-In-Action the graphics are already looking rather good.
I have asked how the player will get the bombs in the game, will be interesting to see if it uses a crafting system or if it's buying/selling from dungeon dwelling venders or what.
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I have asked how the player will get the bombs in the game, will be interesting to see if it uses a crafting system or if it's buying/selling from dungeon dwelling venders or what.
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nice ! like how the rocks for the 1st blast get pushed/moved by the 2nd blast
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Bomberman 3D? :)
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Hmm.. The video doesn't show up here :/
Initially, in alpha, we will give bombs to player. As development goes on, we will add crafting system for several pieces of gear. Most likely the ordinary bombs can be found by looting chests and picking 'em up from the dead enemies.
I don't understand why people think breaching the walls is a main mechanics of the game :)
Initially, in alpha, we will give bombs to player. As development goes on, we will add crafting system for several pieces of gear. Most likely the ordinary bombs can be found by looting chests and picking 'em up from the dead enemies.
I don't understand why people think breaching the walls is a main mechanics of the game :)
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I don't understand why people think breaching the walls is a main mechanics of the game :)
Well until they see more it's all they have seen remember of actual gameplay, I can't wait to see the finished game.
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It's certainly more interesting than the previous video on deformable walls. I guess I'm still more interested in what will become of the map generator and the ability to randomly generate interesting (perhaps infinite) levels in that kind of engine.
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I am not really following you :/
It already can generate infinite dungeons. It's just a matter of how powerful you PC is and how long are you willing to wait for it to finish the job. Basically, the game will come with pre-generated dungeons. Otherwise I can already hear "why does it take time to generate the dungeons?!" If you wish to play a new dungeon, you just generate one and play it.
It already can generate infinite dungeons. It's just a matter of how powerful you PC is and how long are you willing to wait for it to finish the job. Basically, the game will come with pre-generated dungeons. Otherwise I can already hear "why does it take time to generate the dungeons?!" If you wish to play a new dungeon, you just generate one and play it.
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I just like the replayability a game (like an RPG) can have with randomly generated content. I haven't seen many first good looking first person game with randomly generated maps. That and the deformations in the first video (with the rainbow bomb) did not look as impressive as this latest video. So I was more excited by the map generation. Sounds like I may have made a bad assumption about how it would be used though.
Also, I may be bias since I had a pen-and-paper RPG campaign once that had sprawling subterranean maps with with villages spread through out them. The ability to generate that kind of world and the ability to create connecting tunnels between adjacent areas just seems interesting to me.
I guess one thing I meant to imply but didn't say clearly, the tunneling in this video looks pretty good.
Also, I may be bias since I had a pen-and-paper RPG campaign once that had sprawling subterranean maps with with villages spread through out them. The ability to generate that kind of world and the ability to create connecting tunnels between adjacent areas just seems interesting to me.
I guess one thing I meant to imply but didn't say clearly, the tunneling in this video looks pretty good.
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SHUT UP AND TAKE MY MONEY ...ehm, sorry, what I meant to say was is there a way to preorder yet? Like with SS2?
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Thanks :)
Basically think of Daggerfall or Diablo when thinking of randomly generated dungeons. Plus, if it works well, same on the surface - valleys, hills, lakes, villages, etc. (no terrain damage though).
Right now we are debating whether to supply pre-generated dungeons so player doesn't have to wait for the first game to be generated (if you start new game, it will generate a new dungeon) or supply no dungeons and every single user will have totally random dungeon on their first launch.
The "pretty" factor is determined by the amount of art we have. Since the game is made by only 2 people, don't expect all the cool architecture to appear at once. The first dungeons are gonna be pretty much what you see on the video with various decorations and slightly different wall types, and different doors. As people vouch for the game with their dollars, we will add more and more content. That's what alpha funding mean. Basic core gameplay, minimum art assets, lower price tag. The more people buy it the better art and more features game gets.
Basically think of Daggerfall or Diablo when thinking of randomly generated dungeons. Plus, if it works well, same on the surface - valleys, hills, lakes, villages, etc. (no terrain damage though).
Right now we are debating whether to supply pre-generated dungeons so player doesn't have to wait for the first game to be generated (if you start new game, it will generate a new dungeon) or supply no dungeons and every single user will have totally random dungeon on their first launch.
The "pretty" factor is determined by the amount of art we have. Since the game is made by only 2 people, don't expect all the cool architecture to appear at once. The first dungeons are gonna be pretty much what you see on the video with various decorations and slightly different wall types, and different doors. As people vouch for the game with their dollars, we will add more and more content. That's what alpha funding mean. Basic core gameplay, minimum art assets, lower price tag. The more people buy it the better art and more features game gets.
I just like the replayability a game (like an RPG) can have with randomly generated content. I haven't seen many first good looking first person game with randomly generated maps. That and the deformations in the first video (with the rainbow bomb) did not look as impressive as this latest video. So I was more excited by the map generation. Sounds like I may have made a bad assumption about how it would be used though.
Also, I may be bias since I had a pen-and-paper RPG campaign once that had sprawling subterranean maps with with villages spread through out them. The ability to generate that kind of world and the ability to create connecting tunnels between adjacent areas just seems interesting to me.
I guess one thing I meant to imply but didn't say clearly, the tunneling in this video looks pretty good.
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We can open pre-orders now, but since the game is very close to be actually played, we want to add more stuff and release it under alpha funding model. This way people get it and can play alpha right away. Plus, as we add more stuff, you would just download update and continue enjoying it :)
So end of January is when we want to release first alpha.
So end of January is when we want to release first alpha.
SHUT UP AND TAKE MY MONEY ...ehm, sorry, what I meant to say was is there a way to preorder yet? Like with SS2?
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Looks great! I'm looking forward to seeing how the game looks as development progresses...
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My initial reaction is "Oh my god, it looks like the spirit cave in Prey only you get to blow shit up!"
Good show. ;)
Good show. ;)
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that's a good one ;)
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Right now we are debating whether to supply pre-generated dungeons so player doesn't have to wait for the first game to be generated (if you start new game, it will generate a new dungeon) or supply no dungeons and every single user will have totally random dungeon on their first launch.
Motorsep, I think you should supply one small, pre-generated dungeon. You can call it a "tutorial", or "introduction" dungeon. It should be small, and easily finished. It should also have a few interesting or useful items that the player can try, and get a feel for the game. After the player finishes this first tutorial dungeon, you can display a message about how the "real" dungeons will be randomly generated, so it will take time.
I think this is a good idea because:
1] The player won't have to wait for a randomly generated dungeon the first time, and get the wrong idea.
2] The first dungeon won't be too difficult, and will be fun (sometimes random dungeons are too hard, or boring).
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It's alpha, very early alpha. That's what alpha funding stands for :) Not alpha as it used to be, where almost all game is finished.
So you can't beat the dungeon in the alpha. It's ongoing exploration. As we add more content, you would just generate a new one to get access to it.
It's like Terraria - huge random world. Every time you enter it you get new stuff. And for the love of God, why do we need tutorial dungeon?! :) As I read in some article, you played FPS and RPG games for how many times? I bet not once or twice. You already know the routine :) WASD + mouse, and RPG mechanics. The rest you explore and figure out on your own.
So you can't beat the dungeon in the alpha. It's ongoing exploration. As we add more content, you would just generate a new one to get access to it.
It's like Terraria - huge random world. Every time you enter it you get new stuff. And for the love of God, why do we need tutorial dungeon?! :) As I read in some article, you played FPS and RPG games for how many times? I bet not once or twice. You already know the routine :) WASD + mouse, and RPG mechanics. The rest you explore and figure out on your own.
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Honestly games that don't have some sort of tutorials do bug me. Trying to play HoN at the moment and the starting tutorial was quite vague to the point that I still am not quite sure i'm doing anything right.
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how old are you guys?
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What does age have to do with it?
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Usually the younger gamers complain about lack of tutorials. When I began playing PC games, none of them had any kind of tutorials. And I successfully completed all games I played. So my generation thinks that tutorials are nonsense. I mean, what happened with exploration part being fun? The whole fun is to play a game and figure things out. If you stuck, ask community, read FAQ, etc. That's how it's been done, until games became shovelware and welcomed casual gamers.
I am sure when gamer tries to skim over 20 games he bough in the bundle and on Steam sale, he needs tutorial to speed up the process. While there are plenty of material to argue about, no one puts a short summary of the content at the beginning of a novel or a movie.
There is nothing more satisfactory of figuring out how to do things on your own. It seems it's a lost art nowadays. Let's face it, it's not a rocket science, nor calculus. It's a game. It's easy to figure out what to do.
I always skip the tutorial part. I am not in school any more, nor I am on the job training. I am in the virtual world, the last frontier.
I am sure when gamer tries to skim over 20 games he bough in the bundle and on Steam sale, he needs tutorial to speed up the process. While there are plenty of material to argue about, no one puts a short summary of the content at the beginning of a novel or a movie.
There is nothing more satisfactory of figuring out how to do things on your own. It seems it's a lost art nowadays. Let's face it, it's not a rocket science, nor calculus. It's a game. It's easy to figure out what to do.
I always skip the tutorial part. I am not in school any more, nor I am on the job training. I am in the virtual world, the last frontier.
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Usually the younger gamers complain about lack of tutorials. When I began playing PC games, none of them had any kind of tutorials. And I successfully completed all games I played. So my generation thinks that tutorials are nonsense. I mean, what happened with exploration part being fun? The whole fun is to play a game and figure things out. If you stuck, ask community, read FAQ, etc. That's how it's been done, until games became shovelware and welcomed casual gamers.
I am sure when gamer tries to skim over 20 games he bough in the bundle and on Steam sale, he needs tutorial to speed up the process. While there are plenty of material to argue about, no one puts a short summary of the content at the beginning of a novel or a movie.
There is nothing more satisfactory of figuring out how to do things on your own. It seems it's a lost art nowadays. Let's face it, it's not a rocket science, nor calculus. It's a game. It's easy to figure out what to do.
I always skip the tutorial part. I am not in school any more, nor I am on the job training. I am in the virtual world, the last frontier.
Most good games did have tutorials though. If a tutorial is well designed it will not contain a lot of text and you will not even notice it (or often have the option to skip it).
These guys explained it better than I can:
http://penny-arcade.com/patv/episode/tutorials-101
And here is an example were its really well done (in a pretty old game which most people would think doesn't have a tutorial):
View video on youtube.com
I hope you watch the Videos. (I am 27 btw.)
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