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Discussion in 'General Gaming and Hardware Forum' started by Gaspard, Jun 7, 2016.
Oh, I'm up for that.
"FELD PLAYBACK EXPERIMENT"
This is a special screenshot for us, showing our redesigned dialogue engine in action. It’s called the Feld (short for Feld Playback Experiment).
The Feld is a highly advanced tape computer, a prototype lost during the turn-of-the-century Revolution. The machine and it’s copies were appropriated by the ultra-left, raided from the R&D division of Feld Electronics, then lost to the fires. This computer uses long strips of film for feedback (projection), memory (storing on magnetic tape) and interfacing (submit commands in handwriting) purposes.
All our menus are designed around the Feld Playback Experiment. The dialogue engine is just one aspect, although the most important one, as players will spend a lot of time reading text in it. It has to be perfect.
It’s pretty much working as envisioned. Dice rolls are accompanied by a tape fast forward animation, the results are announced by subtle lighting effects. The whole thing makes this nice insect-like sound, very delicate. It wasn’t easy coming up with a menu paradigm that hasn’t been done to death yet – stone slabs, cybercomputer, papyros pages, detectivy notebook paper, black techno triangles – but this is something we feel we can make our own.
As a bonus – it is a part of an in-world mystery.
"I don't know why I said that. I thought it's something a cop would say."
Happy holidays, mutants! Holiday greetings that should have every apocalypse lover on their toes!
"WINTER SOLSTICE TRAILER"
This special little mini trailer goes out with a huge thank you to everyone who supported us this year. Your enthusiasm means the world to us.
On a Saturday, of all weekdays, we have something to report.
"SKETCHES FOR SKILL VISUALS"
We are absolute LOONS for icons here at ZA/UM. Video games have always had great iconography — think of the iconic Vault Boy or the sci-fi minimalism of Alpha Centauri’s technologies. Both came up when we started thinking of the logos for the 24 Skills that represent You in No Truce With The Furies.
They need to feel precious, special, hard earned. Personal. After long, arduous consideration we have begun to look into using paintings as logos. These paintings change visually into different states in-game (become more colourful, change expressions, get extra snippets of detail), as you progress through the dialogues and your thoughts begin to mature.
Today we present four sketches for the Intellect attribute skills. They are still very much a work in progress and a constant delve into the depths of what’s possible and what we actually need.
Intellect attribute skills – can you guess what each one represents?
1. How big your face is compared to your skull, alá https://twitter.com/CelebritySmall
2. How big and book-shaped your eyebrows are.
3. Severity/number of plastic surgery disasters performed your face.
4. Alcohol tolerance before barfing (or number of people you have eaten / puked up after eating them).
Haha, not bad at all
Cool stuff. Facebook page seems to be down?
My bad - it probably got lost with the studio name change and I haven't updated the links - there are so many!
It should be @zaumstudio
"INTRODUCING METRIC – (ARGUABLY) THE WORLD’S SIMPLEST ROLE PLAYING SYSTEM"
Lets talk systems. In No Truce With The Furies your character has four Attributes. These fall into groups of two – mental and bodily. Your mental Attributes are Intellect and Psyche, your bodily Attributes are Physique and Motorics. Depending on your choices in character creation you may begin the game with 1-6 points in any given Attribute.
Every Attribute has six Skills.
In the beginning the amount of points you have in a Skill is equal to it’s parent Attribute. During the game you gain more points (Experience) by completing tasks and discovering secrets. Experience can be used to unlock Skills – it takes three points to unlock one. Once unlocked you may put more points into your Skill. The maximum amount you can spend on a Skill is equal to it’s Attribute. (Natural aptitude equals the learning cap).
Any character may attempt any task.
The 24 Skills you have cover every action under the sun. There is no difference between dialogue and combat. Just roll two six sided dice and add however much you have in the Skill that represents what you’re up to. Want to hit something, add Hand / Eye Coordination. Want to fall in love, add Electrochemistry. The sum must be higher than the task’s difficulty. A normal task takes 10 or above to complete. Some rolls are handled behind the scenes, these are called Passive. Others are performed by the player, these are called Active.
That’s it. It took us fifteen years, five designers and a handful of dedicated players to come up with it. It’s the simplest role playing system our minds could muster – with the maximum amount of depth and tension hidden in the folds. We call it Metric.
In character creation you decide your Attributes. These 4 scores represent both your natural aptitude and learning cap in the 24 Skills that cover everything a human being needs to function. The rest of the game is spent fleshing out – and struggling against – these limitations. There are unexpected ways to overcome yourself. And inversely, being talented at something comes with a price.
For the real lowdown — instead of telling you how the Attributes help — let me tell you how they make things worse.
A high Intellect makes you overly confident – a cocksure intellectual. You’re vulnerable to flattery, and easily lose yourself in details. (The game becomes longer). While having a low Intellect makes you dim and superficial, prone to superstition and being plain wrong.
A high Psyche comes with emotional turmoil – an unstable psychophant. Great willpower clashing with wild imagination. You may even lose your mind. While a low Psyche makes you uninspiring, inept at influencing people. Unsavoury things come out of your mouth.
Okay, you’re strong but so is your death drive – a mad man and a psycho killer. A high Physique needs to be tested, needs addiction, sex and physical confrontation. You lose your shit over small things. While being un-physical means vulnerable, un-streetwise. Lacking in animal cool.
A Motoric character is too high strung – a bit of a cokehead. A quicksilver superdetective focusing fast and then reacting (too) sharply. While being low on Motoric means you’re locked into yourself. The world has trouble finding you. You’re clumsy and slow.
We’ve found combing these weaknesses produces more unique characters than combining strengths. Sure, there are strengths too. The obvious ones and the less obvious. More on those once we get to listing the actual Skills.
the battle-worn design team of No Truce With The Furies.
So you have to strike a perfect balance of those stats, otherwise they become vices?
I like it. Very Aristotelian.
Even though we won't really know how the end product gonna turn out, the conceptualization of this system is already pretty good for a P&P session. That's how you make RPGs, people. Strengths and weaknesses!
This is getting interresting. High attributes can be both a strenght and a weakness? The roleplayer in me intrigued but the muchkin is confused. Anyway, you´re giving me good hopes about this game. Don´t stop with updates.
Did you guys notice that NO TRUCE WITH THE FURIES is at SXSW? In case you don´t follow our Facebook or Twitter:
I drew some fan art of a showering Klaasje to accompany the news:
See the rest of ´em here.
Note, how ZA/UM STUDIO has it´s legal name listed. They should have included the VAT code as well, why don´t they
Dat ass tho
To top it off here´s a DUMP of various news:
"Humble Bundle will publish No Truce With The Furies"
So Humble Bundle is now a publisher, and we’re “presented by Humble Bundle”. This is the red hot piece of news we’ve kept ourselves from sharing with you for a while now. Since we just got an e-mail saying…
EMBARGO LIFT IS PLANNED FOR FEBRUARY 9. 2017 10.05 PACIFIC NOON TIME
I think it’s safe to say the cat is out of the bag. Dear friends, fans of indie and role playing games, here is the cat:
Humble Bundle Launches Multi-Platform Publishing & Funding Initiative
New initiative brings developers together with Humble’s over 10m customers; Humble will be evaluating games to publish during GDC and PAX East
San Francisco, CA February 9, 2017 – Humble Bundle announced the launch of a multi-platform publishing and funding initiative. The starting lineup includes seven games across a range of genres and styles, for PC, console, and mobile platforms.
A Hat in Time – The perfect ode to old-school 3D platformers, with a hat-swapping spin
HackyZack – A sticker-collecting, precision-platforming, puzzle-stunt game
Ikenfell – A heartwarming turn-based RPG about a school of magic and its troublesome students
Keyboard Sports – A cheeky adventure with Master QWERTY that uses the entire keyboard
No Truce with the Furies – An isometric role playing game that blends cop show antics with a genre busting “fantastic realism” setting, offering absurd new heights of non-combat gameplay for RPG fans
Scorn – Gripping first-person survival horror set in a nightmarish universe
Staxel – Grow your farm, meet the villagers, and join your friends online in building your world
Publishing Lead John Polson says, “Since Humble’s launch in 2010, we have earned the trust of over 10 million customers across our products. In a time when it’s harder than ever for games to find their audience, publishing feels like the next logical step in the services that we can offer to our developer partners.”
“All of our games will be ‘presented by Humble Bundle,’ carrying a seal of quality and curation that fans have come to expect. For each aspect of publishing, developers can choose the services they need, making Humble Bundle a truly modern and adaptable publisher.”
There you have it. Now we have a publishing and funding partner to fight the good fight along side us. That is: to bring No Truce With The Furies to you in the end of 2017. It’s shaping up to be a real treat for fans of story and roleplaying.
Lets end by wishing the best of luck to all the games sharing that cool-as-a-cucumber line-up with us, especially Scorn. A lot of Scorn fans here.
PC GAMER writes about it too:
Also, here´s a fictional preview of some skills
That guarantees a lot of exposure, I guess.
Hell, yes! That makes me very happy and adds lots of confidence to me personally.
This game sounds fucking rad.
We strive to exceed people's expectations