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KickStarter Mechajammer (formerly Copper Dreams) - cyberpunk RPG from Whalenought Studios

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May 30, 2013
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155
Location
Lützen
Movement and action. Are time units or action points out of the question? Will initiative order be the only differentiating factor between characters with low or high speed stat equivalent?
 

Mustawd

Guest
I'm a patient man.

I'm more excited about the screenshots from October (which I missed). I'd rather them take longer to polish it more.
 

HoboForEternity

LIBERAL PROPAGANDIST
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Mar 27, 2016
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9,426
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liberal utopia in progress
Steve gets a Kidney but I don't even get a tag.
Waiting for this game be like (also apply for ITS' CSG )

quote-time-is-not-your-enemy-forever-is-chris-avellone-106-75-10.jpg
 

Sensuki

Arcane
Joined
Oct 26, 2012
Messages
9,833
Location
New North Korea
Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
Joe posted on their internal forum today - systems are finalized (subject to tweaking/testing), internal testing phase before alpha should be up soonish (my guess based on past experience is within a few weeks, but it might be sooner)
 

Taka-Haradin puolipeikko

Filthy Kalinite
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://www.kickstarter.com/projects/1649838104/copper-dreams/comments
Whalenought Studios 2-time creator 2 days ago
We've been accumulating another hefty update over the past couple months while we've been finishing up work on the alpha — we'll have that update out soon!

We've been holding off showing additional content until we had the remaining systems and art in a place that's reflective of what the alpha will look like. We'll have a video detailing all the new stuff we've been doing though.
:M
 

Taka-Haradin puolipeikko

Filthy Kalinite
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Messages
20,715
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://www.kickstarter.com/projects/1649838104/copper-dreams/comments
Whalenought Studios 2-time creator 1 day ago
@wrenocraft: We'll be sending out a survey to get addresses for the physical rewards when we're getting close to shipping them in bulk — we've almost got all the physical book covers made though, they are looking sharp. While we could stagger these releases, our plan was to ship out the rewards for everyone around the same time since some of these are packaged together. This also lets us focus on getting game-content done in the meantime. We will be asking for backer-heads in the next update though, we can start plugging those in anytime.

_____

Our schedule right now is prepping the last of some internal testing before showing it off to you all, and then getting the alpha to folks as quickly as possible thereafter.

We're currently writing and prepping the new content for a Kickstarter update, but the last few months saw some huge strides in easier gameplay, better vertical navigation and aiming, and adjusting the Burning Candle ruleset to more system-based — more GURPS like. So there's a ton of fun info to go over for what we have planned to show off.
 

Whalenought_Joe

Whalenought Studios
Developer
Joined
Apr 11, 2014
Messages
215
Location
Nosgoth
We're working on getting updates out more frequently! The game went through changes to have art reflect some of the last system refinements, and we wanted to show things off again when they were looking like they are supposed to. Due to the interactive nature of the 3D maps there are a lot of considerations for the art with the more visual systems/mechanics being represented (like the 3D line of sight and determining height, where characters hear but don't see enemies), it's been challenging to make all that art functional and not just window dressing. We also finally have a universal ruleset more fleshed out that works for anything from sci-fi to bronze-age Vol, though the monks probably won't get their hands on a railgun.

There's quite a few combat upgrades, it became increasingly banal to have a system where you can just select targets to attack, so we updated the aiming system for both melee and ranged to use hit boxes, which in turn made it necessary to target anywhere a player wanted, which from a top-down perspective proved sort of challenging, so we had to get creative with that. Now you can lead targets if they are running, or fire at where they are taking cover, or at parts of character's bodies if you are aiming around armor. Roll-under skill for weapons dictate how close they get to any target location, so broad sword swipes or burst shots turn you into an Ian pretty quickly.

So the big updates were making combat more simulated but still quick and easy with the turns, making movement during turns based off multi-waypoint nodes with pathfinding so players can do the exact path they want (like our previous manual run but a lot quicker), jumping working seamlessly with pathfinding, and making the dialogue more systematic with a disposition stat based off numerous physical and intellect modifiers. A good deal in the update text is about our solutions of combating roll-playing and storytelling/dialogue.

Wounds can now also dictate things like how far the 3d Nox-camera line of sight allows you to see depending on where they get hit (left eye shot out cuts out that side of the screen), kneecapping has a fun limping animation and no longer allows for running, or various other ailments affects stats, timing, and things like being able to jump, use two handed weapons, etc. Choosing Advantages/Disadvantages at the start is now a really big part of character generation too, we'll have some examples of those in the update as well. To allow players to roleplay an adolescent Snake Plissken you can be anywhere from a 14 year old up to a 70 year old with stat limitations and background points to distribute according to age, so that's fun.

It can be agonizing going at the pace of two people, but we hope the next update gives a good look at where we're at.
 

Infinitron

I post news
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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
So it's sort of an isometric action-RPG now, except with a periodic pause for the asynchronous turns? This game is getting weirder and weirder.
 

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