New indie RPG in development

VDweller

Look, Ma! Two Heads!
Since the first attempt at contact has failed, it's been decided that I shall have another.

I'm working on a game project thingy, and I'd like to share that joy with you and get some opinions, feedback, and criticism. Here is an overview (from the RPG Dot news post):

"Age of Decadence (working title) is an isometric, turn-based fantasy game set in a low magic, post-apocalyptic setting. The game features a skill-based system, non-linear gameplay, multiple skill-based ways to handle quests, choices & consequences, and massive dialogue trees.

The in-game events take place a few hundred years after the fall of an Empire caused by magical destruction and devastation during a war against a rival kingdom. The game is focused on a single character who acquires a map leading to a pre-war temple. The temple used to belong to some deity associated with the war that caused the decline. Whether or not there was an actual deity is unclear as the war was a long time ago and all that's left are legends and ruined cities. The legends say that the war was so terrible that both sides called for some supernatural forces that fought alongside men. Then again, legends always say something like that. What happened next is the part that nobody is sure of.

The setting is low magic, which means that you won't be able to play as a magician, won't be able to learn and cast magic spells, and won't be able to find a +1 sword, whatever that means. To compensate you for that loss, we offer you a variety of distinctive character builds like assassin and loremaster, and a crafting system that will allow you to upgrade and tinker with your equipment. "

Anyway, I don't have a site (did you notice that most shitty projects start with a website and then never progress to anything else? I thought I'd make the game first and then make a website. Innovashun!), but you can find plenty of info, design discussions, and all kinda screenshots at one of the RPG Codex forums. Take a look, if you see something interesting, I'd be glad to discuss that with you. If what I'm working on it aint your cup of tea, that's cool.
 
I have to say that this is looks very, very promising.

The screens look good, although the graphics, of course, aren't the best ever, this doesn't bother me. One thing I don't really like about what I've seen so far is the lack of...atmosphere. It seems to be, frankly, a bit generic. It'd be great if you could really give it a distinctive atmosphere, I like the setting, it's reasonably innovative, and it could be very atmospheric, but right now that doesn't seem to be the case.

Besides that, the dialogue seems good, although I'm not a fan of showing the player as to what dialogue option uses which skill.

How far along is the project right now?
 
Sander said:
I have to say that this is looks very, very promising.
Thanks

One thing I don't really like about what I've seen so far is the lack of...atmosphere. It seems to be, frankly, a bit generic.
We are working on that. Whether or not we can fix it remains to be seen, of course.

Besides that, the dialogue seems good, although I'm not a fan of showing the player as to what dialogue option uses which skill.
That's an option. It's easy to turn the skill tags off in the dialogue database. For now we keep them to show dialogue mechanics and skills influence.

How far along is the project right now?
Dialogues, story, areas design, game mechanics, etc are done. We've switched to 3D recently, so now we are working on models, animations, locations, etc.
 
Everything looks fine, a project that really deserves to be kept under close observation. I was reading something about levitating crates (a problem that can be fixed) a month or so ago, and i imediately remembered those pics :)

I`m with Sander, if you can give some individuality to the atmosphere, some idiosyncrasies to the gameworld and characters that make it stood from the rest, then we`ll have a winner.
 
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