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Retro Blobber

A topic by oklabsoft created Sep 10, 2017 Views: 801 Replies: 19
Viewing posts 1 to 14
Developer(+2)

Just curious as to the amount of interest out there in a game such as this and if it were finished would you play it?

I would certainly play it! It looks like a faithful adaptation of old Wizardry, and I'm curious to see what kind of Wizardry we're going for. As in, are we talking 4 levels of hard or maybe somewhere along the lines of 1? 

Developer

Thanks. If you mean levels of hard as in difficulty, I hadn't really thought that through yet. I feel like I have never had as much fun 'character building' as with early Wizardry and BT and this was also something I felt was unique (though lesser extent) to U3 which is why it was my fav of ultimas. A big part of what gave me the itch to sketch this out is a desire to experience that again with a new stage. So I would def focus on this. With all of the speed and memory now size and depth of roleplaying I would also seek to improve on over wiz. This would mean progressively more difficult as you journey deeper but adding difficulty settings is very intriguing. Would like to hear your thoughts.

Oh, I just meant difficulty overall. I think games like Wizardry are better suited for one overall difficulty that the game is developed around. I do like the sound of adding more depth to the formula, and I would love to see what you might do with it.

Although difficulty settings does sound like an interesting option, especially if some rules change. You know how certain enemies can 1hit kill PC's with a behead attack? Maybe have that as a rule for the base game, but easier difficulties remove it. Or maybe you get different, more harder encounters on harder difficulties, adding a certain challenge to people proficient in the genre.

It's an interesting thought, to be sure. Though I don't know if it's worth the effort!

Developer

Started messing with encounters/combat to see if an idea I had would fly... A tactical map based on dungeon layout that would add a (possible) movement element to battles. The preliminary idea is that one 'dungeon tile' of approximately 15x15m can be divided into a 3x4 grid holding up to 12 PC's and humanoid sized monsters combined. Moving on a turn would change the dynamic as to which PC's and enemies would have the option to attack which mons with weapons and of course the other way around. Most weapons attack adjacent and then there are pole weapons (6m range) and mf. Also changes battle dynamic based on layout of dungeon when encounter occurs. We will see how it works when I get battle running. Note the tactical display upper right in new screen shot. Probably been done before but your comments and thoughts are welcomed.

I would definitively try such a game. I love classic RPGs generally, while Ultima and the early Might and Magics are under my favorites. I'm looking forward to all your projects, Lurking was a fantastic game.

Developer

Thank you. Hearing this means much to us!

Developer

Based on the number of views and our level of interest, the Vermys project will likely proceed. It will, however, take a back seat to L2.  The demo has provided valuable insight and direction into just what I am capable of (although much will be re-coded), and a permanent groundwork and progress has been laid. I am not really feeling the combat trial and may switch to a top down model/view to incorporate more strategic movement of PCs and foes. My original intent was to keep things very simple but I am not so sure this is in the cards for us. It was to be a simple solo project but my brother/partner has jumped on board and the product will be far better for it. If you have ideas, comments, or requests; the next few months is the time to impact the direction of this project. If you have not tried L1, I encourage you to do so because L2 is shaping up to be something very special.

Hey,

great to hear about your progress in L2! It's also great that you'll continue Vermys. There is one thing I totally love in Dungeon Crawlers: Outdoor areas. I especially like the free roaming-areas in the old Might and Magic-games but also the more limited style of Lands of Lore 1 and Wizardry 7. May I ask if there will be such areas?

Developer

Hello. As of right now the preliminary storyboard is indicating that at least the first one or two levels will be as such. After that, down you go.

Hello,  I really like the outdoor-screenshot. It looks kind of apocalyptic. :)

Developer

Thanks! More to come as I get them worked out.

Developer(+1)

Just a little update here. Now that L2 is in good shape (just working on release ancillaries and waiting on a bit of beta feedback) I have shifted much thought to Vermys. I have been trying some things out in the proto (vb6) because it is quick and easy for me to get results but I will soon be starting the working v in C# of which I have been tinkering with an L2 recode to get my bearings and figure out what I need to be able to do. It has been a bit of a task bit I am making good progress with the language so it is my hope that there will be OSX and Linux versions of Vermys (and hopefully L2 as well but this is largely irksome work for me). Still have no idea what combat will be like but  am hoping to include much more text in Vermys in the infocom vein.

Developer(+1)

Good news... The Vermys project is now Lurking III: Vermys and things are ramping up. The two of us have cooked up some great ideas and we are eager to move forward. I have settled on C as the language in which to develop Vermys along with a tremendous boost from the RayLib library. If anyone reading this has ever considered trying to do some coding, RayLib makes things as smooth as you can get and I highly recommend it! I have updated the Vermys page with some additional info and screenshots so be sure to check it out. I am making good progress in converting the 900x900 L2 map into L3V with some basic models and you can now walk around and explore the world in 3D which, at least to me, is very cool.

Developer(+1)

Questions? Suggestions? Drop by the oklabsoft Discord... OKLABSOFT DISCORD

(1 edit) (+1)

These new outdoor-pictures are fantastic! I'm really looking forward to play your game.

Developer

thanks so much! Long way to go but the pace is picking up. :)

(1 edit)

Hey there,

are you still working on your projects? I sure hope so. You belong to my favourite indie game devs, after the plesaure I had (and still have) with Lurking 1 & 2, so I crave for more. :)

Cheers!

Developer

Thank you!!!!! We really appreciate hearing that! We are still working hard ...  More is on the way... :)

Glad to hear it! I'm looking forward to your developments! :)