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Indie Call of Saregnar - a Betrayal at Krondor-inspired RPG

Vapid

Learned
Joined
Jan 18, 2017
Messages
72
There will be no PS4 and such when CoS releases. Those will be machines of legend told through generations.

I rated your post "funny", but I'm like:

tumblr_inline_o3y2jtJKx31r1psa2_500.jpg
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,818
Maybe it was mentioned before but I want to know if you will control only one character or more?
 

garren

Arcane
Patron
Joined
Nov 1, 2007
Messages
2,045
Location
Grue-Infested Darkness
Rhuantavan are you planning on having different, for lack of a better word, biomes? You know like krondor had that desert alien world, snowy north, elvandar was heavily forested, stuff like that. Might & Magic also had tons of different terrain.
 

Andhaira

Arcane
Joined
Nov 25, 2007
Messages
1,869,100
BAK-alike is a thing now. It's official.

Any news on updates and the like? What's going on in the world of Saregnar development currently, and how far along the roadmap to release are you?

Also, any chance of a meatier demo this year, with a couple of hours of playtime and some more spells to play around with?
 

Rhuantavan

Arcane
Patron
Developer
Joined
Sep 25, 2012
Messages
735
Location
Ergendon, Merrentar
Codex 2012
Any news on updates and the like? What's going on in the world of Saregnar development currently, and how far along the roadmap to release are you?
Whatever I work on, I usually share via patreon, but also twitter. Long story short, recently I took some time to re-evaluate the scope and size of the game and did some cuts here and there. I have reduced the playable world area (which is still large, mind you) and shortened the distances between time to make travel between locations more interesting. For example, running directly from Romar to Avanmoor now takes you approx. 5mins 40s, while it used to be around 9 before. I think nothing of interest was lost in the process, but made the project a bit more manageable size-wise. ETA is when it's done. There are way too many future factors to consider, from me working part/full-time, finding suitable help or not, etc.
Also, any chance of a meatier demo this year, with a couple of hours of playtime and some more spells to play around with?
Yes! I will release a public demo later this year, which will span the whole prologue of the game, that is, the area between the first two towns, Romar and Avanmoor.
 

Andhaira

Arcane
Joined
Nov 25, 2007
Messages
1,869,100
Any news on updates and the like? What's going on in the world of Saregnar development currently, and how far along the roadmap to release are you?
Whatever I work on, I usually share via patreon, but also twitter. Long story short, recently I took some time to re-evaluate the scope and size of the game and did some cuts here and there. I have reduced the playable world area (which is still large, mind you) and shortened the distances between time to make travel between locations more interesting. For example, running directly from Romar to Avanmoor now takes you approx. 5mins 40s, while it used to be around 9 before. I think nothing of interest was lost in the process, but made the project a bit more manageable size-wise. ETA is when it's done. There are way too many future factors to consider, from me working part/full-time, finding suitable help or not, etc.
Also, any chance of a meatier demo this year, with a couple of hours of playtime and some more spells to play around with?
Yes! I will release a public demo later this year, which will span the whole prologue of the game, that is, the area between the first two towns, Romar and Avanmoor.

Sounds good; considering you are a one man team doing the coding, and the world is (thankfully!) not procedurally generated and random-seeded, and all encounters are hand-placed this should make things more managable. And since everything is hand placed, making long travel times could end up becoming boring unless you spent a LOT of time filling all that travel time with interesting things for the player.

Public demo sounds like just what I was asking for; I hope you add in more spells for us to play with, both combat and utilitarian (and why not spells that do both?)

By the way, have you considered adding text mini-games/adventures like there are in Kingmaker and Pillars of Eternity? It allows a fast, easier and flavorful way to incorporate skill checks and allows for use of skills like athletics, climbing, etc that is harder to implement in the actual world.
 

Rhuantavan

Arcane
Patron
Developer
Joined
Sep 25, 2012
Messages
735
Location
Ergendon, Merrentar
Codex 2012
I will add more spells, also plan to add actual "spell aquisition" mechanics in, which are missing.
Textual mini adventures are not hard to implement, so they may yet become a thing. I'll see if the need for them actually arises.
 

Testownia

Guest
Whenever I want to feel despair about the state of our world, I check out the Patreon pages of various porn games.

30,000 per month
25,000 per month
Another 30,000 per month

Horrible. While actually ambitious games barely scrape by.
 

Testownia

Guest
Whenever I want to feel despair about the state of our world, I check out the Patreon pages of various porn games.

30,000 per month
25,000 per month
Another 30,000 per month

Horrible. While actually ambitious games barely scrape by.

I hear you. Time to add tits.

You jest, but the quickest way to earn the big bucks on Patreon is either broad sexual appeal, or targeting an extremely niche fetish.

I wouldn't be surprised if you actually added sex into the game, and started advertise it as an erotic RPG, you'd start flowing in cash.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,677
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://af.gog.com/news/betrayal_at_krondor_discussion_panel_on_our_twitch_channel?as=1649904300

On this Saturday, 27th March 2021, at 11 PM UTC, all viewers of the GOG.COM’s Twitch channel are in for a treat. Our friend, retro streamer Kilg0re_Tr0ut is organizing and hosting a discussion panel about the cult RPG from 1993 – Betrayal at Krondor.

Here are the guests invited to the panel by Kilg0re_Tr0ut:

Neil Hallford – the designer of the game.

Ilana C. Myer – an author of critically-acclaimed fantasy novels.

• Damjan Mozetic – the creator of the Call of Saregnar RPG.

The discussion panel will be followed by an extensive Betrayal at Krondor stream, also on GOG.COM’s Twitch channel.

As always, everyone’s invited – so feel free to drop by tomorrow!
 
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