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#51
I love the way the guy (bartender?) ‎  is leaning on the counter. Having NPC's that interact with the environment makes it feel much more natural than if just standing there. Excellent stuff!

Ha ha nobhead guard.

Player: Excuse me, may I examine your trigger?
Nobhead Guard: Bugger off!
Player: Please, I am the hero of this story...and I really like to examine things!
Nobhead Guard: Bugger off!
Player: How about rats? Any rats in a cellar I can kill for you?
Nobhead Guard: Bugger off!
Player: Fine, be that way! But just for that, I'm not gonna cry when the minions of evil burn this village in chapter 3!
Nobhead Guard: Bugger off!
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#52
Yeah he's a bartender! The old man could use a zimmerframe too I wonder? Bowl

John after reading that dialogue, anyone who plays my game will think we collaborated! ‎  beerchug
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#53
News! No more 2 handed attacks because of magic being in the game, and the left hand slot. Its just not workable.
Also, prepare for the game name change. It'll be revealed on release day ‎  Cool (which is soon)
As usual, lack of sleep, coffee and Madani determination becomes me of late. The good is that I really enjoy testing my game, which is a good sign.


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#54
Game is ready but needs a few more days to make stable. Cheers
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#55
That's exciting news! I can't wait to play the full game! Drool
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#56
Wow! That's so exciting. I'm looking forward to your game more than any release in a looooong time.
Notworthy
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#57
Sweet, that is indeed great news, keep us posted!
- Todd DuFore (DMPDesign)
Site Founder
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#58
Been away from home, which was a good rest from game development. I put 40 hours into my game in 3 days early this week...
Including 4 hours of boss fighting, testing and stat adjusting. For ONE boss.

Anyway I have a few more things to do to make playability better, then I will release the game... It should be ready next week.

Some things I can hint at / give info on before I release the game

- Very refined equipment and enemy pairing done by game chapters to keep the game challenging, while maintaining a good level of realism.
- No tiered loot
- Insane amount of writing put into the story and casual NPC dialogues. More than any KF game or SoM game before.
- Choices in conversations that lead to different dialogues, different outcomes and even new abilities
- Customisation of play; a big deal I wanted to put into my game. Fight with different weapons and create your own style of offense / defence. No more boring repetition of walk forward, attack, walk backwards... Enemies challenge you in different ways
- Player gets eased in at the start, then the combat starts to challenge you at every turn. Learning about enemies from NPCs can help
- Good side quests that make a difference



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#59
Sounds like you've put a lot of effort into making this. The screenshots look great, especially the enemy models. Had you done anything else before Rathmor?
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#60
Are you doing another beta test? I wouldn't mind testing the new version for you again.
~ ‎® Indie RPG developer.

Twitter: twitter.com/JC_Bailey1112
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