Age of Decadence Sneak Peek on RPGVault

Brother None

This ghoul has seen it all
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RPGVault has published the first part of their sneak peek at upcoming the independant post-apocalyptic cRPG Age of Decadence, focusing on side quests:<blockquote>Believe it or not, designing side quests turned out to be one of the biggest challenges. We knew what we didn't want to see - no pointless "save my kitty" quests, no boring and usually uneventful "FedEx" quests, no heroic "kill some rats in some basement" quests, and no feeling that the entire towns have been waiting for you to show up and solve all their problems. What we didn't know is what we wanted to see, so we tried a lot of different things, and in the end, we decided to go with something like this:
1. The big picture: side quests should help us paint a picture of the setting.
2. Conflicts: each successfully completed side quest must piss some people off.
3. Choices: since there are conflicts and consequences, it's only fair to give players an opportunity to choose a side.
4. Text adventure: text = immersion</blockquote>Link: Age of Decadence Sneak Peek #1 at RPGVault, including 11 exclusive screenshots that are, as Vince D. Weller puts it, "closer to, uh, more acceptable levels and UN-approved standards."

Spotted on RPGWatch.
 
I side with Ratty and SuAside on this one.. The interface and gfx look Horrid! But it sounds so.. so damn good.
 
LazyD said:
I side with Ratty and SuAside on this one.. The interface and gfx look Horrid!
But I like the interface and graphics! :(

Though, maybe "like" isn't the best word. I find them adequate. More than adequate for a game developed by a team of four people with almost no funding, in fact.
 
Four people? No funding? o.O

I retract my bashing of the graphics and interface.

Although the setting seems too fantasy oriented. Maybe I'm just completely jaded in the post-apoc setting from fallout.. but post-apoc medieval setting doesn't sit well with me.
 
LazyD said:
Although the setting seems too fantasy oriented. Maybe I'm just completely jaded in the post-apoc setting from fallout.. but post-apoc medieval setting doesn't sit well with me.
Don't worry, there won't be much magic, obscure races or other high fantasy elements in AoD. Think of it as a normal post-apocalyptic game, only with a setting inspired by the fall of the Roman Empire.
 
Ratty said:
I want this game. Now.
You, sir, are a true patriot.
icon_salut.gif


Kharn said:
I dunno man the grafix are pretty shitty.
Compared to what?

LazyD said:
Four people? No funding? o.O
Sad, but true. That's not how I envisioned my game-development career. I was supposed to be surrounded by pretty & slutty female assistants, swimming in money, and snorting coke. Oh well...

Although the setting seems too fantasy oriented. Maybe I'm just completely jaded in the post-apoc setting from fallout.. but post-apoc medieval setting doesn't sit well with me.
It's not *that* medieval. I'm at work now, so I don't have access to anything, but what I posted previously.

Here, take a look

The next RPG Vault article will explore the post-apocalyptic aspects of the game.
 
Kharn said:
I dunno man the grafix are pretty shitty.
Compared to what?
To Oblivion. Superb graphics are the only way to achieve true immersion and role-playing, have you learned nothing?

On a serious note, I can tell Kharn is kidding, from the way he spelled "graphics".

Coolness. Are those things going to be operational in the game? If so, do people consider them to be "magical" or do they understand there are scientific principles behind them?

As a side note, the Darklands screenshot in the interview made me start playing that game again. At this rate, I'm going to graduate around 2012.
 
VDweller said:
Compared to what?

behesda's fourth TES was much better, so were part 1-3 (called bloodmoon, morrowind and tribanal)

Also can I even play this gaim with my wiimote coz games that dont work with wiimotes sux!

Ratty said:
Coolness. Are those things going to be operational in the game? If so, do people consider them to be "magical" or do they understand there are scientific principles behind them?

*coughcough*arcanumripoff*cough*
 
Ratty said:
Coolness. Are those things going to be operational in the game?
Some are, if you have the skills (lore - you know what to do without understanding it; much like one can learn that pressing a small switch on a wall turns on the light, without having to understand the concept of electricity) and parts (remember the vacuum tube thingy I posted earlier?)

If so, do people consider them to be "magical" or do they understand there are scientific principles behind them?
Depends on people. Some loremasters do, some don't. Average folks think it's magic.

Kharn said:
*coughcough*arcanumripoff*cough*
I borrowed quite a lot from different games, but this particular feature is not an Arcanum rip off.
 
Ratty said:
As a side note, the Darklands screenshot in the interview made me start playing that game again.
I built an OLD computer just so I could play that again. but it eventually died. I wonder if DosBox can run it without any problems.
 
Q: How do they know it's me?

A: Sometimes they don't, sometimes they do. When they don't, they come after your guild. So, if you come "home" one day and everyone's dead (that actually happened to one of the play testers), it's not a glitch; it's something you did.

So, if something happens in the game world, it is a direct consequence of the player's actions?
 
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