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Messages - Gheeyom

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Outward / Re: A Thought On Mana
« on: January 09, 2017, 11:35:25 am »
The system we have in mind already does this, to an extent. As you keep going without resting, your maximum stamina and life will reduce as you get damaged or spend your energies. Eventually, you will have much more mana available than HP/Stamina, so you would likely be doing this more, and will need to watch out as having a limited supply of stamina means you can't dodge, block or run as effectively. And a lowered maximum health is self explanatory in a dangerous world like ours ;)

2
Outward / Re: A Thought On Mana
« on: January 04, 2017, 04:30:14 pm »
I think that what you propose is a very good system for mana, but it conflicts with another concept we wanted to explore for Outward.

We want to make mana's maximum increase per use through a day, and lower when sleeping, doing the opposite of stamina and health, which lowers with use until you rest. As such, mages are insomniac junkies, and the "potion quaffing" is something we are pushing for into our lore. They don't only drink potions though. They eat food with mana infused ingredients (like turmip, a.k.a magical turnip :P ), they smoke plants that also give them mana regen, they need coffee and stimulants to stay awake, etc.

Do keep on sharing your thoughts! Even if we don't end up using the ideas proposed as is, it's always good to keep juggling with concepts, and if it doesn't affect the game we're working on, it doesn't mean it won't be used elsewhere :)

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Outward / Re: Cooperative Spellcasting
« on: November 03, 2016, 01:57:27 pm »
The fine line we need to walk is to still make a game that feel complete if you play in solo. Yes, co-op is very important to our vision, but many players will want to play by themselves and we don't want them to feel like they just can't cast some spells, or can't access some areas. It can be harder, but it shouldn't be impossible. For that reason, we won't be implementing complex game mechanics that requires an extra player.

I think that even if we don't go the same route as Magicka, we'll still have a satisfying amount of cooperative mechanics in the game, without making solo players feel left out.

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Introduce yourself / Re: Welcome
« on: September 20, 2016, 10:25:28 am »
TL/DR: Outward looks awesome! The team and company philosophy makes me want to follow along and see what the future holds!

And this is how you make a game dev happy :) Thanks for the kind words and glad that our mission resonates with you.

5
Dev Blog / Re: Screenshots from the Hallowed Marsh
« on: June 02, 2016, 08:39:24 am »
Officially, the GoD Factory universe and the Outward universe are separate, but we'll be sliding some references here and there nonetheless ;-)

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Outward / Re: Language translation
« on: May 30, 2016, 08:36:57 am »
Hey Norden!

We are very open to fan translations. For GoD Factory: Wingmen, we had a German translation from one of our players and it worked out great for us.

The biggest worry I have is that Outward will have a lot of content to translate, so it might be an overwhelming task for the unprepared. Have you ever participated in translation projects before?

7
Dev Blog / Re: Screenshots from the Hallowed Marsh
« on: April 29, 2016, 08:55:29 am »
You will be able to own a different house for each of the four factions, and the Monsoon, the marsh town, is one of the four towns in which you can indeed own a house. In this case it's the house associated with the Holy Mission of Elatt. The degree at which these houses are customizable is still a matter of debate internally, for both budget and design reasons.

Town building is on our wishlist, but I'm not ready yet to commit to the promise that it will be a thing in the game. We're already pretty tight on our schedule with all the features already planned and we'll get to a point where we have to choose between polishing what we have or adding more.

As for jobs that are not being an adventurer, this is outside of our scope as we are first and foremost branding our game as "The Adventurer Life Sim", so features that go against this mindset could be perceived as taking away from the adventuring elements. I get what you mean though on how it would be fun. Recettear is a really fun game about exactly what you describe, setting up your item shop in a small town and needing to have the right stock on sale to attract the type of consumers you want, etc. Maybe as an expansion we'll add the more "mundane" types of job to expand the scope of the game? I would like to explore that if the demand is there, that's for sure :)

As for missions, the most important ones will be mostly given by members of your faction, but there will be also be missions that you can get from people around town or through dynamic events while exploring outside. As for whether or not we'll aggregate the quests in a single area, I think that if they were to be all found in the same place it would not reward exploration enough and it would go against the spirit of making a believable world, so I favor the idea of spreading them around. These won't be "random" though, they will be hand placed by our designers (that would be Sven and me).

8
Outward / Re: Region Ideas
« on: March 24, 2016, 08:29:14 am »
I really like the idea of land of dreams. I sadly don't think it could make it into the game given how far along we are now, but it's still a nice idea to explore and might open up to other concepts for future quests and such :)

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Dev Blog / Screenshots from the Hallowed Marsh
« on: March 10, 2016, 03:15:57 pm »
In the past weeks we've been working on bringing a new region to life, the Hallowed Marsh, along with the city of Monsoon. Instead of going the classical route of a dark and gloomy marsh, we went with something more colorful and exotic.







As always, let us know what you think :)

10
Outward / Re: Diary entry #1
« on: January 22, 2016, 10:20:35 am »
Sven and me I are working on finishing the Game Design Doc. Once that done, I'll write a new piece!

Cheers!

11
Outward / Re: Fan-stories! Encounters of an Outward Trader Part1
« on: November 12, 2015, 01:33:18 pm »
Pretty neat to already have fan stories before the game is even out  ;D

12
Outward / Diary entry #1
« on: November 03, 2015, 03:06:28 pm »
Hi All! I've received a lot of requests from our fans to describe the lore of the Outward universe. So I've started writing a lore update, but decided to change its format into a journal, so that we can see the world of Aurai through the eyes of one of its inhabitants. If you have any question about what's described in the diary entry, let me know and maybe I'll explain a bit more ;)



I'll try to post new journal entries regularly if you like them.

Cheers!

13
Outward / Re: Death and character evolution
« on: October 16, 2015, 02:40:15 pm »
It goes a bit against the spirit of the game to become too powerful in Outward. Our goal is primarily to make you feel tension, and to make you surmount your obstacles by being clever rather than by overpowering them.

It doesn't mean that the characters don't grow in power: they definitely do. You climb up the ranks of the faction you join and eventually you get access to a house, but probably not a whole domain.

One thing we've talked at length within the team was the concept of character transformations, points of no return that would drastically alter your character, such as becoming a fire elemental, a lich or even an angel. These transformations would give you some potent powers but at a very high price, usually in the form of some extreme weaknesses. However, these transformations might be outside of our scope attainable for our team at the moment, so it's in our wishlist rather than a core feature planned for the game. Maybe the development will extend itself a bit and allow us to implement it in the game, or maybe that would be part of an expansion post release.

Once again, it has to be coherent with the feeling we want for the game. This is an adventurer life sim, not a half god life sim ;)

14
Outward / Re: Suggestion - Solo vs. Coop & Plausible Enemy Scaling
« on: October 08, 2015, 10:13:54 am »
The most cost effective solution for us to improve difficulty is not only to buff stats, but to also increase the number of enemies in encounters. However, having a super developed AI that would adapt convincingly to up to 4 players at once is a challenge that would be really hard to accomplish with our current constraints. The difficulty will probably not come from how cunning they are, but simply because a single character simply can't be good in every circumstances. Even a maxed out character should have difficulties in a variety of scenarios for which he is not specialized, which will force him to expand more resources to succeed.

For the record, I agree that the way Skyrim handled difficulty was ridiculous. However, an increase in endurance makes sense since two players focusing their fire would take down the enemies way too easily if we don't. On the other hand, if something gets too easy in coop, it simply means you can afford to venture to more difficult areas of the game that would normally be hardly accessible for the level of your character. That's one of the beautiful sides of not leveling the difficulty to you ;)

15
The shells might end up as a type of "mineral" for armors and weapons ;-) Could be used for nacre (pearlescent) or for ammolite (multicolored gem mined in Canada) http://geology.com/stories/13/ammolite/

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