One of the things I wish we had when the Kickstarter went live was a good image of Desi. It’s one thing to talk about a character, but seeing that character has a bit more of a impact. I decided to work with an artist named Joe Rintoul who I felt like had a good style for the vision I had in my head. In the end, he was really able to do a good job with the character. Now I’m revealing it to the world and we’ll have more information in the future. We’ll be working on the in game 3D model in the coming weeks and when that’s done we’ll reveal that as well. Hope you guys think she looks as cool as we do.
I’ve recently started up a little blog to talk about more technical things related to Skullforge on TIGSource. This is a great place for just talking about the guts of a game during production, while this site is good for talking about the game itself or the ideas behind it. Feel free to follow us in both places.
Everything is moving along and the Skullforge: The Hunt Kickstarter is now available. Tell your friends.
It’s another week and time for another screenshot. We’ve been messing around with zones since we picked up an awesome environment pack and it really looks great. We even took a pic and used it for our Kickstarter page. This is all still work in progress, but should give you guys an idea of where we’re going.
I finally got the first chapter of the Skullforge story out there in the Universe and people can check it out to get a better picture of the world in which the characters live. To promote the game, I decided to go ahead and make a press release for the game as well. Didn’t seem to make much sense to promote a story tied to a game that wasn’t officially announced. Now, whether this was a good idea or not, I suppose I’ll find out.
For those who are just now finding out about Skullforge, I want to point out that the screens and such that you see on this site are mostly development areas of the game used to test various systems. However, the dungeon scenes are pretty close to what they’ll be like in the final game. Honestly, I’ve spent very little time on outdoor areas. Since it’s an area that I’m really not good at designing, I’ve just slapped together some random zones with a couple of textures with roads. Nothing spectacular and not representative of the final look of the zones when the game is released.
We’re hard at work on the game and I thought it would be good to give a little screenshot of the conversation system. Things are still in the early stages and this is only a test character and a test conversation. Everything works and we’re happy with the functionality. The good thing is that we will be able to have three characters talking at the same time.
One of the fundamental aspects of almost any video game RPG is the combat. This tied and true method of interacting with a game comes in many forms and while players are largely split over which one is the best, at the end of the day it’s this system that keeps players coming back. When I was first putting together the design docs for Skullforge, I knew I wanted action. At the time, I had been playing another action RPG on the Xbox 360 and realized I wanted more. The problem was there wasn’t anything out there like what I wanted to play, so the goal was to make something visceral, easy to pick up, yet with a bit of depth to keep things interesting.
Combat is important, but it should not be the only important aspect of an RPG. In my opinion, interacting with the world and bonding with the characters should be just as important. Combat, does, however, make for the easiest gameplay. When I ran my AD&D campaigns so many years ago, I always tried to remove focus from combat and push players into thinking about situations as if they were there instead of simply running into a dungeon or building to get into a fight. The old Dungeons & Dragons system was built primarily around combat. Experience Points came from each kill or magic item found. When I started playing back in the ’70s, we would simply kill everything we found and barely focus on the role playing part. As I got older, this method started to annoy me, and one day I informed my players that we wouldn’t be doing that anymore. Sure, there was a bit of protest, but at the end of the day we had much more intense and fulfilling adventures.
Spent most of today working on getting some systems together for our Kickstarter video. In the process of doing that, we worked on the weather system and getting the inn working as well as the lighting. So now it’s possible to go to the inn and click on a bed to rest. None of this is final artwork, but it should give you an idea of where we’re going with the game. Enjoy.