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91
Outward / Re: Language translation
« Last post by Gheeyom 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?
92
Outward / Language translation
« Last post by Blank_Norden on May 27, 2016, 05:00:12 am »
 Hi everyone!

 I think in Outward there is lot of Lore and background behind the game and I want ask the developers if  they need help to translate in italian the game I'm glad to help  ;D
93
Introduce yourself / Re: Welcome
« Last post by Blank_Norden on May 27, 2016, 04:06:45 am »
Hi! my name is Antonio also known as Blank Norden and I'm italian.
I saw for the first time Outward on Steam Greenlight and I'm fall in love with it.
In 24, and I love JRPG, RPG and, of course, I'm here to follow the growth of this RPG
maybe the first indipendent RPG "Souls like" simulator available. Best of luck for this game and
I'm very curious to see something new about Outward.

Best regards from Italy, cya on the forum

 ;D
94
Dev Blog / Re: Screenshots from the Hallowed Marsh
« Last post by Gheeyom 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).
95
Dev Blog / Re: Screenshots from the Hallowed Marsh
« Last post by Captain Frosty on April 25, 2016, 09:41:43 pm »
Omg that town looks great, if I saw that place ingame I would immediately go exploring around and meeting people.

The marsh seems like it would be a cool place to settle. Are there any plans for building permanent homes or perhaps even settlements where you may become an innkeeper or even mayor? Are there plans for more normal jobs like being a merchant/shopkeeper rather than a hero? I'd love to go looting a dungeon and then come back to my own shop with my own rates and sell my new items to NPCs so I can buy better equipment for my next excursion, rather than visiting just another old marketplace (although if you look at my suggestions thread I made a while back I have some suggestions for more interesting market and village encounters). And if there are plans to have jobs, perhaps some could be implemented as quests that could be completed at any time for a little extra gold.

Back to the settling thing, will there be townbuilding? Seeing a town like that makes me want to develop my own village in this world. Will there be support for custom maps?

One last thing, will missions be found randomly around town? Or will there be areas with larger amounts of quests to be found, like an agora style market or a tavern?

Thanks!
96
Outward / Re: Region Ideas
« Last post by Gheeyom 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 :)
97
Dev Blog / Re: Outward - Cities
« Last post by Keos on March 18, 2016, 11:30:55 am »
What about NPCs that are purely there to fill in the gaps? As an example, you have a doorway that generates an NPC every X minutes and that NPC follows one of three paths to get to a doorway that removes them from the world once they go through it. This could be drunks stumbling home from a tavern, merchants entering the area and making their way to a guild, even guards patrolling. Apart from the guards, there would be minimal AI needed for those path followers (at least compared to full NPCs) while they'd give the impression of a more lived in city.

Would that help with resource management, perhaps to the point you could have something like six of those for every four regular NPCs? Or would it barely impact?

The biggest issue we had was that animated characters were way to heavy to put many of them. But we made another version of characters that uses the old anim system of Unity (which is lighter than Mechanim and also more limited, which isn't a problem if used for NPCs). This way we were able to put a lot more NPCs. There is still some testing/benchmark to do to see exactly how many we can fit, but it is definitely more than we could before.
98
Dev Blog / Re: Outward - Cities
« Last post by Furie on March 15, 2016, 07:39:37 am »
What about NPCs that are purely there to fill in the gaps? As an example, you have a doorway that generates an NPC every X minutes and that NPC follows one of three paths to get to a doorway that removes them from the world once they go through it. This could be drunks stumbling home from a tavern, merchants entering the area and making their way to a guild, even guards patrolling. Apart from the guards, there would be minimal AI needed for those path followers (at least compared to full NPCs) while they'd give the impression of a more lived in city.

Would that help with resource management, perhaps to the point you could have something like six of those for every four regular NPCs? Or would it barely impact?
99
Outward / Re: Region Ideas
« Last post by Furie on March 14, 2016, 02:17:07 pm »
Swamp land and marshes filled with areas that, if waded across rather than gone around, slow you down. These areas would be damp, making it recovering from illness slower than normal added increasing the chance of infection to unbandaged wounds. Slow water damage would be done to items that are sensitive to water (parchments, tinderboxes, powdered herbs, even metal armours and weapons) and faster water damage done when wading. Gases fill the air, some of them poisonous, and others causing hallucinations (that may lead a player to see an innocent trader as an enemy attacking them - the hallucination shatters and reality is shown when health hits 0 on either character or when the gas wears off). Those who live amongst the swamps would have a knowledge of herbs that is second only to their fear of the other things that live (or don't) alongside them. Mix in signs of ancient civilisation reclaimed by the swamps, villages set up by those few who manage to live alongside the harsh environment, worshippers who come to ancient temples in search of lost gods, those who take advantage of such worship, and you've got something pretty interesting.

Shifting desert sands. A seemingly basic desert area, where the continual movement of the winds can rewrite the entire area. Split into different sections, the others would reform while you were away from them. Oases would open up and be hidden again. Caves could be uncovered and buried once more. Even the paths through the area might be closed off or opened again. Alongside those changing areas we'd have sandstorms that randomly go through the area, affecting visibility, making it easy to get lost in this place without mapping as you go. Mirages might appear in some spots, leading you off the beaten path towards camps that don't exist or wandering traders who aren't really there (all mirages should be actual things that can appear in the area, and less should appear if the character is well hydrated and protected from the sun). Nomad groups would wander the area, setting up camps and scouting the ever shifting sands. Some will be hunters, others traders, and others still enemies of all they find.

The desert has water in certain places, from oases to certain plants, and the character must take advantage of those water sources to stay hydrated as the heat of the day drains them faster than elsewhere. There are plenty of plants in the desert but they have a different herbology to regular lands, and it must be learned anew. The creatures here are tougher, having adapted to the harsher climate, while characters will be better suited by wearing less armour, making this place a challenging area to travel through.

The land of dreams. Brought here by an artifact, the character sees the sleeping world. A recognisable city is morphed by the collected dreams of its populace to include memories of the past and fantasies of what might be. Prayers and hopes walk the streets alongside shadows of those who are awake, but it is the sleepers who inhabit this world fully. The populace are shown as the true selves they hide behind their waking masks, some of them as innocent as babes while others are true monsters. Here mental fortitude becomes physical strength, with mages becoming hulking warriors, while those who rely on physicality are weaker than they've ever been. But it is in this world that a man can unlock the key to another's mind, making a king sympathetic to the pleas of a pauper, or plucking a secret from the most closed lipped of maidens. There are those who would seek dominion over this power, and others who would protect it, both of which will be interested in any intruders to the dreamscape.
100
Outward / Re: Aventurer tools
« Last post by Furie on March 14, 2016, 01:27:42 pm »
I imagine a map opening in real time with the world still going on around you. Putting the map away would take a second or so, making you a bit more vulnerable when using it. The map opens over the screen but transparent so you can still see things around you and navigate. You'd normally have to figure out where you are by landmarks but, combining the map with a compass would place an icon on the map that lets you see where you are. However, the compass is delicate equipment, extending the time it takes to put away the map and be able to act.
A blank map that I could fill in and mark spots that our good camping spots or a bandits hide out with the map changing from sizes 5 miles around to 20 miles around
I really like the idea of an annotatable map. Not knowing a new area at first is definitely interesting. It could probably be interesting to be able to share those annotations with other players.
Also like this idea. The thought of selling those annotations to a cartography guild is pretty cool, and that guild being a place you can buy some info about an area (say X gold for X new annotations) to balance it all out.

Bandages, splints, and poultices. Bandages will close open wounds, stopping bleeding and allowing a wound to heal. Adding a poultice (herbs, moss, and a little vinegar) will increase the speed of healing. Perhaps a special herbalist's pouch could be added to keep the items to make poultices with. Finally splints will be needed to help set broken bones and could be made from a bandage and straight wood.

A tinder box for lighting fires and torches without any preexisting fire to work with. This might have durability tied solely to how wet it gets, with higher quality ones able to withstand more frequent dips in water or trips through damp environments.

Snares to catch small animals with, or at least a plan to make your own provided you have a knife and are out where there's loose wood lying around. A snare should be a permanent object in the game, placed one to a hunting spot, and having a chance to hold an animal when the player returns to it. However, if there's a limit on player placed objects, perhaps a line of voice acting complaining about poachers or the local lord's hunters would be a good way to handware a disappearing snare.
 
Skinning Knife, used to skin dead animals for their hides, which could be used to create other items or sold for currancy. It would probably require maintaning to keep sharp, and you could have a tiered system of knives made from different materials for both the blade and rip, or have modifications for it to increase yield, speed, or durability.
I'll also add another vote towards skinning tools, with the caveat that a lesser quality skin could be taken with a blade not really suited to the job. Add in things like eyes and teeth being more easily recoverable with a special set of tools and it makes it worth upgrading when you can but not essential.

Wardrobe plans. Bit of a weird one this. Basically an item that lets you plan your outfit and equipment for the weather, so entering a desert would see you put on your desert outfit while entering a snowy environment would see you layering up against the cold. This would automate things when swapping environments but still have the player planning what they'd do and having to change those plans occasionally when they find items like snowshoes to move faster in snow or headscarves to keep the effects of heatstroke down. This would allow different characters to keep a plan ready, while others simply react to the current situation, allowing for different kinds of survival.
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