Realms Beyond

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AbounI
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#1

29 avr. 2018, 19:44

Certains, moi le premier, n'ont pas oublié un certain projet Chaos Chronicles.
Dans le lot, et chance pour nous, les développeurs, les vrais, hein, pas ceux qui nous ont pondu ce torchonnesque Demon Age, non plus n'ont pas oublié et ont donc repris en main le projet.
Ce Realms Beyond reprendra donc tout ce que CC avait d'intéressant. Et même plus finalement.
Donc le dev suit son cours, avec comme pour CC, un devblog qui commence à bien s'étoffer
https://www.realms-beyond.com/

En ce dimanche, ils nous proposent de regarder un goblinocide. C'est court, c'est lent, mais volontairement raccourci pour les besoins d'illustrations et de rendus techniques. Pis un goblinocide par un barbec de masse, pourquoi pas tiens !


Rassurez-vous, JarlFrank nous informe que la barre d'espace pourra servir à accélérer les animation lors d'un combat en turn based
Bref, ce Realms Beyond, il en aura dans le ventre, il est donc un projet qu'il est bon de suivre

@Aleph soit rassuré, toi qui à raison peste contre le système d'engagement à la Retards Of Eternity :
I've answered this before in this thread I think: you can attack anyone at any time, including civilians. There are no encounters where you're teleported into a bad position, we're not going to take away the player's control like that. If you're ambushed, you'll stay in the position you're in, not teleported into the middle of the ambush or - even worse - watch your characters walk forward in a cutscene even though you know there's gonna be an ambush and wouldn't do it if you were in control.

That kind of thing is just extremely cheap, and something that would never happen in a P&P RPG. Force-moving players to make your encounters spicier is bad encounter design. Laying out an ambush that the player is unlikely to discover and will probably walk into on his own, but allowing the player to spot the ambush if he's diligent, that's good encounter design.
http://www.rpgcodex.net/forums/index.ph ... st-5586739

Financement via un KS cette année ;)
Comme y disait Étienne : Bouny c'est comme un Bounty, mais à l'envers (et un T en moins)
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AbounI
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Enregistré le : 09 févr. 2018, 19:06

#2

12 août 2018, 16:23

Bordel de merde


Il y aura des composantes pour les lanceurs de sorts, une 1ere dans le monde du cRPG aussi loin que je m'en souvienne.
Décidemment, on tient le "portage" complet les zamis, c'est moi qui vous l'dis !
Hobgob :
Material Components are still in the design phase because they have a lot impact to the overall gameplay. But since wizards are already overpowered in D&D3.5e at higher level, requiring those constraints could be a good compensation.
JarlFrank :
Material components aren't fully developed yet, but yes, we plan to implement them because high level wizards are already powerful as fuck. Limiting their spellcasting with material components is a good way to add an additional cost to casting powerful, battle-deciding spells.
Since we already have other moneysinks (rations, camping equipment, etc) having to spend a couple of gold pieces each time you cast a fireball makes it less of a no-brainer to cast.
Also, running out of a material component while you're deep down in a dungeon with no traders anywhere nearby is also exciting!
Hell yeah many ! Image
Comme y disait Étienne : Bouny c'est comme un Bounty, mais à l'envers (et un T en moins)
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AbounI
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Enregistré le : 09 févr. 2018, 19:06

#3

13 août 2018, 21:47

Rajoutons-en une couche avec le système de rencontres/combat engagements :
No instances, fights happen right where they do on the map you're in. But since some of our maps are pretty HUGE and having every single hobo in the entire city take a turn (hello Fallout 2!) would just be pointless, the "battle arena" will be limited to the area where the fight started. Which is an area of about 3x3 full screens, so it's plenty large from the get-go.

The size of that "battle arena" can vary based on several factors, though. We're trying to simulate reinforcements and calls for help by extending this area if, for example, there are guard posts nearby who call other guards for help, which might add one more 1x1 screen near the guard tower.

Once we've polished everything up we might also add an additional system for latecomers. Enemy (or ally) groups close to the edges of the battle area spawning in after X amount of turns, for example, as they realize there's a fight and join in. Units in the active battle area, as big as it may be depending on various factors, will all be actively joining the fight right away. This avoids things like cleaning out a well-guarded fortress room by room. Nope: when guards are in front of the room, they'll notify their pals inside and the room will be added to the active battle area, pulling those inside directly into the combat.

Encounters on the world map will play out on an appropriate wilderness map based on the tile you've encountered the enemy group on (think Fallout and Arcanum random encounters, except with more detailed maps).
Et le système d'éventuels renforts
we'll suuport this system across the whole game because it's a system. It checks for the presence of enemy groups within a certain radius and determines if they are eligible for being called into battle, if yes, the radius increases. Etc.

There no manual work for us to be done per encounter this way, except for maybe setting a flag or two (we could have, say, a group of guardsmen sitting around a campfire to play cards with the flag "won't be called into reinforcement" because they're too distracted to notice). We just place groups of enemies on the map, everything else is up to the systemic rules we have implemented into the game.

All we have to do as level designers is so place encounter groups in the places we want them to be.
Présenté de cette façon, ça semble tellement simple et ça en dit long sur les capacités de leur moteur/ outil annexe.
Comme y disait Étienne : Bouny c'est comme un Bounty, mais à l'envers (et un T en moins)
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