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KickStarter Back From Hell - An upcoming ARPG by Photoplay Games

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Sacred82

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Ideas I have for fixing combat, currently the player is going from regular walking to swinging sword. I feel the player needs a 'attack walk' animation. Walking sword up/walking with more intent. There are two ways in which to implement this, either an automatic trigger, when the player is near to danger the game automatically puts you into a 'combat mode' or something like Elder Scrolls, having button to draw sword/enter combat mode. I pretty much feel the game needs this, As going from upright casual walking to immediately swinging your sword is not helping the overall look and feel.

combat mode.

It is the Divine Divinity way
 

CryptRat

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Questlog-based Arpgs like The Witcher and The Elder Scrolls can all go fuck themselves, nothing of value will be lost. Puzzle-Exploration based ones like Ultima Underworld or Terranigma are fine and this game seems closer to these. I'm interested.
 
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If it takes you so long to film, process, and create animations, you should especially focus on pre-production planning to save time and money. Placeholders in engine to rough out what specifications need to be met by the animation can be very useful and fast to iterate. In a good pipeline, final art is often the last part implemented.

Pre production for walking and running is a 5 min process, you just need to calculate the speed of the game and work out the MPH the actor needs to run at.

THESE are the issues, unlike drawn/created frames, the human brain is very good at noticing when a real person is not moving correctly, we look at people for hours every day. it looks fake if I attempt to pick and choose frames. You can get it pretty close but you never achieve the same fluidity of movement. It always produces better results filming from scratch. Also you have to figure how to capture the actor running at calculated speed covered from head to toe in fiberglass armor and robes (8 times non the less, each in a different direction) Have you worked with digitized sprites before?
 
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Questlog-based Arpgs like Diablo, The Witcher and The Elder Scrolls can all go fuck themselves, nothing of value will be lost.

The only log you will have is your own pen and paper, if you would like to complete the playing experience I would suggest a large bird feather and a bit of goatskin.
 

CryptRat

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giphy.gif

Will back.
 

Agame

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Insert Title Here
I like the Blood Omen feels! That was such a glorius game, and then it turned into all that crappy 3d stuff...

But I agree that the 'run' should probably be default move speed. It really does look sluggish in the vids.
 
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But I agree that the 'run' should probably be default move speed. It really does look sluggish in the vids.

Tomorrow I will re-cut the trailer and add some running to show how quickly the screen scrolls etc, see what you think. And if I get funded it will be the first thing I address. Maybe add running to how far an analogue stick is pushed rather than a button hold to run (three speed steps?). The game will require slow movement too, it will be an essential part of puzzle solving and hit avoidance (traps/narrow platforms etc).
 

ArchAngel

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Hmm, I would rename this as Monty Python: The Game as that is the vibe I got by watching that trailer...
 
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Ok, made a few tweaks to the speed and added running. Probably still a little slow but in the grand scheme of things a pretty easy fix (just time I don't have at the moment).
 

V_K

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Actually, if you game's areas aren't terribly big and structured more like Adventure game scenes (which seems to be the case judging from the trailer), this walking speed might be fine.
 
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Actually, if you game's areas aren't terribly big and structured more like Adventure game scenes (which seems to be the case judging from the trailer), this walking speed might be fine.

There will be a mixture of both, so the speed does need some tweaking. Here is one of the outdoor areas for example
XTKFZ1l.jpg
 

Agame

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Tomorrow I will re-cut the trailer and add some running to show how quickly the screen scrolls etc, see what you think. And if I get funded it will be the first thing I address. Maybe add running to how far an analogue stick is pushed rather than a button hold to run (three speed steps?). The game will require slow movement too, it will be an essential part of puzzle solving and hit avoidance (traps/narrow platforms etc).

Actually I can see that slower walking could suit 'puzzle areas', so maybe the run speed is default and then a toggle to walk slowly, as if you are being careful through a trapped area for example?

Maybe check out Kains speed in Blood Omen, I think he had a 'fast walk' kind of thing, it always seemed just right for speed.

Anyway I like how this is looking, good luck with it mate!
 
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Maybe check out Kains speed in Blood Omen, I think he had a 'fast walk' kind of thing, it always seemed just right for speed.

I'm going to squeeze in a bit of play this weekend, god is it expensive on ebay. Feel like playing it on ps1, as Back From Hell will have controller support I want to see how it feels.

Anyway I like how this is looking, good luck with it mate!

Thank you very much, I'm determined to see it to the end regardless of funding. It will just take me a fair few years to get it finished if I cannot work on it full time. Fingers crossed.
 
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There's something I quite like about the way you're doing the scenes using photography. I also think not looking like photography when it is, is actually a strength

I'm not sure about the way the game plays though.
 
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There's something I quite like about the way you're doing the scenes using photography. I also think not looking like photography when it is, is actually a strength

This is the feeling I've been shooting for, what I wanted to improve upon over what titles like Darkseed and Harvester did, the disconnect between the digitized characters against the artwork of the pre-rendered backgrounds. All whilst not looking too photograph-y, Tricky.

I'm not sure about the way the game plays though.

Currently the movement is restricted to 8-way, it is possible for me to make the movement analogue but using only the 8-way directional animation. I have considered this and It something I'm certainly going to test. Not sure if its going to work without looking stupid. Also 16-way direction is a thought, but that of course doubles the about of work (which is ALREADY massive). Don't know how I feel about this, guess It depends on how well the game does really. Let see.
 
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I've had some help updating the project description which is much more accurate now,

Like Sierra's classic Quest for Glory series, Back From Hell merges classic computer role playing game mechanics with point and click adventure style puzzles and exploration. You'll face challenging environmental puzzles in the vein of MYST. Like Planescape: Torment and Age of Decadence the player interacts with NPCs in complex branching dialogue trees where every choice has consequences. Many quests and puzzles have multiple solutions which may affect the characters and game world and ultimately determine the player character's fate.

also the website is now up and running http://www.backfromhellgame.com/
 

V_K

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Sorry for unsolicited advice, but his might require some further editing.
Like Sierra's classic Quest for Glory series, Back From Hell merges classic computer role playing game mechanics with point and click adventure style puzzles and exploration. You'll face challenging environmental puzzles in the vein of MYST.
The second sentence seems rather redundant. You already mention puzzles in the end of the first one, and give no new principal information on them in the second. Either cut it or describe your puzzle design philosophy in a bit more detail.
Also, however preposterous that may sound, drop the QfG reference - you're description is overloaded with them, and this seems to be the one that may be easily sacrificed.
Like Planescape: Torment and Age of Decadence the player interacts with NPCs in complex branching dialogue trees where every choice has consequences.
Second sentence is in second-person (you'll face), this one is in third-person (player interacts) - pick one. Starting two sentences in the same fashion looks a bit awkward, unless you have a list, but if you drop the QfG reference that won't be a problem anymore. I'd also risk the Codex rage and suggest dropping the AoD one too - it's far too niche to sell your game to anyone. Also, "Myst meets PST" fits the mood of your trailer perfectly. Finally, "player interacts with NPCs in complex branching dialogue trees" reads too technical to my taste. In this day and age dialog trees are the default, so it's better to talk about complex and detailed dialogs, NPCs with personalities and agendas etc.
 
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Sorry for unsolicited advice, but his might require some further editing.
Not at all, much appreciated. How does this sound?

Back From Hell merges classic computer role playing game mechanics with point & click adventure style exploration, challenging environmental puzzles in the vein of MYST and like Planescape: Torment the narrative is formed by the choices you make and the consequences of your deeds. A world full of NPCs with personalities and agendas, with multiple solutions to every quest and puzzle.
 

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