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Re: KotC 2 Update

PostPosted: Sun May 06, 2018 4:46 am
by BlueSalamander
Hello everyone, thank you so much for your support. When I read about how interested people are in KotC 2, it inspires me to make a really great game!

Time flies. I might launch the Kickstarter in November this year. It depends on how fast I can finish the AI and make a nice polished demo.

I've already worked on AI for around 5 weeks nonstop and I expect that it will require an additional two or three months. It takes a lot of time to do the required testing and fix bugs and make sure that the AI plays well in all situations.

Take care and stay tuned! :-)

Re: KotC 2 Update

PostPosted: Mon May 07, 2018 2:35 pm
by Novograd
BlueSalamander wrote:Hello everyone, thank you so much for your support. When I read about how interested people are in KotC 2, it inspires me to make a really great game!

Time flies. I might launch the Kickstarter in November this year. It depends on how fast I can finish the AI and make a nice polished demo.

I've already worked on AI for around 5 weeks nonstop and I expect that it will require an additional two or three months. It takes a lot of time to do the required testing and fix bugs and make sure that the AI plays well in all situations.

Take care and stay tuned! :-)


Great! If you need a beta-tester you can PM me ;)

Re: KotC 2 Update

PostPosted: Wed May 09, 2018 9:06 pm
by mercyRPG
BlueSalamander, for the Kickstarter if you plan animated characters just like KOTC 1, I'm buying again!

Re: KotC 2 Update

PostPosted: Wed May 23, 2018 2:26 am
by galneon
I'm looking forward to this and will certainly be buying it on release. I'm curious about the Kickstarter, though. Will it have a modest goal with funding to be used as supplemental in the hopes of maybe expediting a release, or will the game's completion in its ideally imagined scope/depth be contingent upon its success?

Kickstarters are all about presentation, and my long-time concern that the nature of the tokens (as opposed to the more visceral, less figurative character/monster graphics of KotC1) will limit the game's appeal are compounded by my concern that the impact will be felt doubly so by the Kickstarter campaign to come.

(I only drop in every now and then, but I seem to remember the tokens not being regarded as placeholder graphics.)

Re: KotC 2 Update

PostPosted: Fri May 25, 2018 6:28 am
by BlueSalamander
Hello galneon,

The plan is to have a very modest funding goal. I expect to complete development even if I don't get Kickstarter funds. I take a long-term view. If I raise funds, it will allow me to work on creating new adventures in coming years and make each of these better and bigger.

Regarding tokens, it may well be true that using tokens will reduce the game's appeal. Many things can reduce a game's appeal. Using tokens is only one of those. However, tokens may also increase the game's appeal if they allow for the production of more modules with greater variety in NPC and enemy creatures.

In terms of the quality of gameplay, I don't think that there is any impact due to the use of tokens versus animated sprites or animated 3D models. See the Civilization series and ADOM for examples of good token-based games. The Gold Box RPGs like Pool of Radiance also had such simplistic character animations that you could also say that they were token-based. The same can be said for the Avernum and Geneforge series.

Animated creatures are just eye candy. Also, I have not seen much interest in animated creatures from people. For now, the plan is to use tokens. If I see more interest in the issue in the future, I will reconsider.

Image

Here is a mock-up image showing both the sprites and the tokens for the Iron Golem and Balor (plus another demon). Click to enlarge. I don't know what you think, but for me, tokens win the contest. Creature sprites give a good feeling of depth but tokens look nicer in my opinion.

For an animated sprite, you need a minimum of 12 images, including three walk frames in four directions. For a token, you just need a single image. So if I wanted high-resolution animated sprites, it would be 12 times more work. The result would be a game that's not really better, because gameplay is totally unaffected. Meanwhile, it would be harder to add new monsters in future modules.

Quick development update: Work on AI is moving forward nicely. I've been focusing on the Wizard and Psionicist mostly. There's more testing and fixing to do. I also need to focus more on the other casting classes, as well as group tactics and combat scripting. I'm also planning to implement potions and a system for potion mixing. Finally, I expect that the Bard will have sound effects that depend on the musical instrument being used. Thank you for reading!