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KickStarter Guido Henkel's Deathfire: Ruins of Nethermore - CANCELLED

Gord

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But seriously, Gothic ain't half bad once you accept the technological limitations that make it real-time.

Computers at the time couldn't handle turn-based combat, but with the progressions in technology, a turn-based game running on an i7 + SLI/Crossfire combo might give playable framerates now. Almost.
 

Zed

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Codex USB, 2014
fucking miniature screenshots. can't see shit.
 

Lady_Error

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I'm still very butthurt over M&MX's decision of grid based movement, so perhaps Guido is gonna give me that Wizardry fix?

The real (best) Wizardry is grid-based, just as Might & Magic. There are more than enough games with free movement anyway...

I'm pretty sure Deathfire will be grid-based too. It's supposed to be a Grimrock with story.
 

Lady_Error

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fucking miniature screenshots. can't see shit.

Nice nevertheless:

pern.jpg


Also, this thread should probably be merged with the existing Deathfire thread.
 

Infinitron

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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
Wait, if this game turns out to be multiplatform, do we have to move the thread to Mainstream AAA RPGs? :lol:
 

Lady_Error

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And with the next screenshots it will be --> DOESN'T SUCK ANYMORE (again)

Seriously, he is doing an old-school turn-based blobber... Do you really think a release on the PS4 will change his mind about the whole thing?
 

Stabwound

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Dec 17, 2008
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I've never seen a PC game released on consoles that was better off for it. Once you have to design with console limitations in mind, you're limiting the potential, and let's not fool ourselves into not thinking Guido is first and foremost making a game that he thinks will be a huge profitable success.
 

Tigranes

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Jan 8, 2009
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Game looks nice. Title is still dumb, which is no surprise because every single piece of writing from the project has been mediocre or downright badshit (they should have just called it THE ZOMBIES ARE COMING TO GET YOUUUUU), but hey, I'm fine with a blobber where I skip past all the story.
 
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I'm still butthurt about the number of enemies getting nerfed in a FNV patch FOR PC because it was causing performance issues FOR CONSOLES.
 
Self-Ejected

theSavant

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Oct 3, 2012
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The biggest issue I see with porting to consoles is how they implement the inventory. Although this has been done before e.g. Skyrim, you opened up the inventory only for 1 single person, and not for multiple ones. In Deathfire you have 4-6 characters to equip - and that's where I see lots of list-scrolling and button pressing, compared to simple drag&drop with the mouse. Not impossible, but definitely a challenge to implement it nicely.
 

Cenobyte

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I'm pretty sure Deathfire will be grid-based too. It's supposed to be a Grimrock with story.

But let's hope this story focus won't divert too much from the core features of a blobber, combat and character development. I'm okay with both grid-based and free movement.
 

Infinitron

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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
http://deathfiregame.com/2013/10/the-deathfire-team-is-growing/

The Deathfire team is growing

As work continues on “Deathfire,” I wanted to let you know, that our team has been growing in the past weeks, allowing us to focus on more areas of the game and, naturally, to tackle more of the workload.

In order to illustrate some of the scripted events in the game, we are working with Adriano Batista, a well-respected freelance comic book artist from Brazil, who has worked on comic book series such as “Vampirella,” “Red Sonja,” “Battlestar Galactica” and “Lady Death” among others. In addition, he has also provided pre-production art and character designs to computer games such as “League of Legends” by Riot Games and others.

Thomas Kronenberg has also joined the “Deathfire” team recently, and with his extensive Unity experience he has quickly become the driving force behind trying to tickle the maximum potential out of the engine. Thomas has worked on countless games before, including the “Sacred” series and many others.

The latest addition is Michael Flad, a programmer I have been working with for many years. In fact, Michael was one of the programmers on “Shadows over Riva” and has also worked with Marian and myself on “Herrscher der Meere,” but was also part of other projects, such as “Gothic 3.” He is a very experienced and versatile programmer with well over a dozen games under his belt.

More and more, the “Deathfire” team feels like a homecoming to me, because in one capacity or another I have worked with virtually all team members before, and most of us actually go back together as far as “Shadows over Riva.” It is a cool feeling to “put the old gang” back together, in a sense, and to see how the magic is beginning to happen.

I hope you are as excited as I am, because with these new team members now working on the game, I expect that we will see some solid and steady progress in the months to come. Each of us has his/her own field of expertise and combined we can make things happen.



And to prove the point, today, here are yet another two screenshots for you. If you compare these ones with the ones we released recently, you will notice that there is a dramatic improvement in the look and detail of the shots. We have spent quite a bit of time, tweaking our scenes in Unity in order to increase the atmosphere of the settings. The result is clearly evident, I think, and I hope you agree. Just look at the shadows on the ground in the first shot, for example, where you can clearly see the gate of the portcullis outlined in the pool of light. We will keep pushing our technology and refine our engine to make sure that in the end, the game will look as polished as possible.

Let us know what you think, either here in the comments section, or head on over to our message boards to share your thoughts and comments with us. We would really like to hear from you.
 
Last edited:

FeelTheRads

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Apr 18, 2008
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Man, the way this started I thought it's gonna be some super low-budget thing. Hopefully there's something to this game beyond looking good, though.
 

Infinitron

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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
Man, the way this started I thought it's gonna be some super-low budged thing. Hopefully there's something to this game beyond looking good, though.

Doesn't take that much budget to build pretty screenshots in Unity, mind you.
 

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