Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Codex Interview RPG Codex Interview: The Banner Saga, 2D Turn-Based Strategy RPG

Johannes

Arcane
Joined
Nov 20, 2010
Messages
10,669
Location
casting coach
500 is a relatively normal number to print a music record of, to be charged <20e a piece. Well, for that you need the covers obviously and the vinyl itself, but often there's all kinds of booklets and such coming along. So it's definitely not impossible to do some kind of boxed editions for relatively cheap.

But then, if you're not well versed in the process it can get more complicated and costly.
Now I'm reminded of this small Chilean record label who did a 2LP compilation album of a Finnish band (pressing of maybe 500 or 600 records?), took preorder money, then after all kinds of weaseling, receiving death threats etc., going totally silent, did actually deliver those orders... About 3 years later than promised.
 

SerratedBiz

Arcane
Joined
Mar 4, 2009
Messages
4,143

Yeah, I get your point, and realize how badly I was expressing mine. I do believe the discussion shifted away from the original point quite a bit and what I -was- trying to say does fall in line with your last paragraph. Certainly, adding features just because does not a better game make - good design, testing and tweaking is needed to ensure (at the best of your ability) that what you're adding is an asset to the game.

And I do feel very strongly about the potential for copping out which 'EtL, HtM' gives: just as easy as it is to add shit that doesn't work into your game to make it look richer, taking good mechanics away because it's easier to just not implement them is a sad thing. I was just reading over the Firaxis's X-Com remake and it saddens me to think that extremely old and proven features - such as ammunition handling - seem to be taken away in favor of unadulterated dumbing down.

I miss ye olden days of coming across games which presented challenges. Learning to play Silent Hunter as a younger kid was one of the most memorable gaming experiences to this day and, unfortunately, most of these seem relegated to fairer times. It could be nostalgia, yes, and it could've been because I was young. But there's also the chance that games have been getting simpler (and, in many cases, more shallow) and it's not my fault when I get bored of mashing Square, Square, Square, Square to beat God of War.
 

TwinkieGorilla

does a good job.
Patron
Joined
Oct 19, 2007
Messages
5,480
Serpent in the Staglands Divinity: Original Sin Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pathfinder: Wrath
That kind of thing is incredibly time consuming. A lot of things about being a small studio are great, and other things (like this) are just a little beyond our reach.

No worries, Chewbro. You guys still have my pledge.

:bro:
 

DarkUnderlord

Professional Throne Sitter
Staff Member
Joined
Jun 18, 2002
Messages
28,547
I'm not feeling a lot of love for a Codexian based drive for this.
 

commie

The Last Marxist
Patron
Joined
May 12, 2010
Messages
1,865,260
Location
Where one can weep in peace
Divinity: Original Sin Project: Eternity Divinity: Original Sin 2
I'm not feeling a lot of love for a Codexian based drive for this.

Codexers are waiting to donate for Alpha Protocol 2. Myself, Alexandros, Sceptic, Andyman...they're the first names that came to my head and all 4 of these fine gentlemen would concur that the world needs an AP2. Extrapolating from this I think it's safe to say that 100% of codexers would be behind such a project.
 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
Wow, they sold out all 50 of the landscape tiers and 9 out of 10 of the shadow boxes. Hat's off to you guys, great testament to your artistic skills.
 

mindx2

Codex Roaming East Coast Reporter
Patron
Joined
Feb 22, 2006
Messages
4,534
Location
Perusing his PC Museum shelves.
Codex 2012 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire RPG Wokedex Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Wow, they sold out all 50 of the landscape tiers and 9 out of 10 of the shadow boxes. Hat's off to you guys, great testament to your artistic skills.
No Shadowboxes or $5,000 tiers left... I'm impressed. They knew how to present this Kickstarter and gear their tiers effectively unlike Tortured Hearts. That thing is just pathetic.
 
Self-Ejected

Ulminati

Kamelåså!
Patron
Joined
Jun 18, 2010
Messages
20,317
Location
DiNMRK
I'm not feeling a lot of love for a Codexian based drive for this.

Well, I already donated for the poster + postage. I have many :bro: for the devs, but no more than $60 worth of BRO once shipping is tallied in.

I think the people who wanted to donate for The BS already did so or will do so individually. The physical goodies are just too nice to pass up in favour of having an inclusion of Fair Codexia, the goddess of fertility.
 

DwarvenFood

Arcane
Patron
Joined
Jan 5, 2009
Messages
6,421
Location
Atlantic Accelerator
Strap Yourselves In Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Wasteland 2 Codex USB, 2014 Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire
Codexia should stock up on funds for the MCA Kickstarter. MCA working with Fargo decreases OBS chances on proper big publisher contract (conspiracy).

Also, lot of open positions at Obsidian, even an programming internship (prosper?) - how is that, given the recent lay-offs. Or are they just replacing expensive employees with cheaper ones.
 
Self-Ejected

Brayko

Self-Ejected
Joined
Feb 11, 2012
Messages
5,540
Location
United States of America
Update #5

Hello supporters and backers! It's hard to believe it's only been two weeks since we launched the project and beside the weekly progress reports we've just cracked an unbelievable milestone at 350%! We'll be sending these updates out regularly to make sure you know what we're up to.

Without any further ado, here's the progress report for 2.12.12:

Our top priority is to build on the work we've completed for the prototype. Basically this means hooking up everything that requires extra functionality; the combat interface, progression through each part of the game including character upgrades, building a party, hiring new units, the multiplayer narrative, the combat board itself and so on. It's a lot of foundation work you never really thinking about when you're playing a game.
We've started working on our final designs for characters in combat and their variations, color schemes and upgrades. This work includes sketches and designs that will all end up in the art book! We'll probably pop up an image or two next week to let you see what we've been up to.
We've spent a good portion of our time this week upping the resolution of our existing art to work on the Apple Retina displays for the new iPad, which is a much better step to take sooner than later. I suppose this is a pretty strong indication that we intend to port the game to iOS as soon as we can fit it into a schedule! That said, we won't let this take priority over finishing the game we set out to make on PC and Mac.
We're currently up to our necks in offers to help with the music and have some great leads! We're making a concentrated effort to sort through all the amazing submissions this week and find our best fit for the project. Just like sound, we would have had to scale back the scope of what we could do with our limited manpower. We now have to option to get a dedicated music house to do more than we could have achieved alone at the highest possible quality.
We've begun an honest-to-goodness production schedule with an animation studio who will help us complete all the frame-by-frame animations for combat and a handful of cutscenes that had previously been left on the cutting room floor.
We've also gotten some good leads on great professional help for quality assurance. Boring, you say? It's the most exciting thing we can think of!
That wraps things up for the work in progress this week. We are, once again, floored by the donations that continue to roll in, and will be getting back to the grindstone to make it all happen.

Thanks!
Alex, Arnie and John
 

crojipjip

Developer
Übermensch
Joined
Jan 11, 2012
Messages
4,253
They are pretty much asking me to give them another submission of my resume. I say this for many reasons. The languages are up my alley. C++ and C#. I have spent far more time in C++ though. Programming Intern is the best I could hope for. They also removed the you must be local to the area in the description of the position. But lets face facts. If they do want me to give a try because they have learned some about me from their forums, what this means is I will need to show them all my work. I can't do that. I do however have more confidence in my ability to perform coding tasks.

Daer obsidian entertainment, if you can read this post, I must inform you that it will be at least a 2 week period before I can demo something for you. My engine is coming along very well. But I fear even after the next few re-writes Brian Fargo is better of using your Onyx engine. Ttyl.
 

DwarvenFood

Arcane
Patron
Joined
Jan 5, 2009
Messages
6,421
Location
Atlantic Accelerator
Strap Yourselves In Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Wasteland 2 Codex USB, 2014 Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire
But they will not be using Onyx, so please apply and show all you got Prosper , this could be your major break-through, your very last chance before the revival of rpg's will make your work all but forgotten.
 

skuphundaku

Economic devastator, Mk. 11
Patron
Joined
Jul 27, 2008
Messages
2,248
Location
Rouge Angles of Satin
Codex 2012 Codex 2013 MCA Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Divinity: Original Sin 2 My team has the sexiest and deadliest waifus you can recruit.
The Banner Saga will have a Linux version:
NEW PLATFORMS - iPad and LINUX

Oh boy, it's finally official. We've heard your massive outpouring of support and will officially be porting to the iPad and Linux. Let's be up front here: the Kickstarter campaign is officially for PC and Mac, and we can't change that now. However, we can now promise that your donations will be used to port the finished game to these new platforms within a reasonable timeframe. We're committed to it.
 

Stinger

Arcane
Joined
Aug 13, 2011
Messages
1,366
Also, lot of open positions at Obsidian, even an programming internship (prosper?) - how is that, given the recent lay-offs. Or are they just replacing expensive employees with cheaper ones.

Either that or they managed to get a new project up and running with another publisher, which sounds likely judging from recent info on the Obsidian boards.
 

Wise Emperor

Arcane
Joined
Feb 16, 2010
Messages
702
Location
Mongolian Southern Coast
Newest Update and 63 hours to go.
HOURS!

We've now officially gone from days to hours, and in our last video update before the end of the campaign we wanted to send you a huge thank you, offer a few final goals and send a special invitation to you. Make sure to watch to the end of the video!

If you're in Austin, Texas this Saturday and would like to join us at the Pour House you can get directions by CLICKING HERE.
GOALS!

We've gotten a lot of questions about what we're going to do with extra funding, now that we're so far over our goal. First and foremost, we want you to know that, as you can probably tell, we are overjoyed to have gotten this far and beyond happy to make the game with what we've got. There are a handful of things that we never thought we'd get close to and if you agree that they're worth the extra push we'd be ecstatic to make it happen! Here's the chart:
graph3.jpg

Here's more info on each of these:
The Orchestra (at $600k)
Austin Wintory is currently working on the soundtrack and hiring on musicians but due to the cost of a full orchestra is still working with a combination of digital and live music. If we hit this goal we'll be able to have a full, honest-to-goodness orchestral score, each instrument played by a real musician in a high-quality recording studio used by film legends like John Williams.
Then what are the promotional music prizes for?
Prizes like the score and the signature have helped us get this far and also double as a way to guarantee that your personal donation goes directly into funding the music for the game.
The Most Content on the Most Platforms (at $650k)
Like the port to iPad and Linux, if we hit this goal we'll be able to make the game available on Xbox Live Arcade and Playstation Network. The funding will allow us to have additonal developers port the game, leaving us to focus on content development.
The additional content is just as important. This will give us the ability to add a much wider range of special events that can occur as you travel and really expand the scope of the finale to make it the biggest, most rewarding conclusion we can.
The Player-Owned Cities (at $700k)
If we meet this goal we'll be able to add one of the coolest features we thought was way beyond the scope of our game. In multiplayer, players will control their own city, raising it from a modest village to a bustling city with visual customization and their guild crest flying on the walls. Over time, players can construct buildings that will allow them to recruit new units, trade for powerful items and ultimately fight for territory.
How does extra funding allow you to do this?
These stretch goals will enable us to contract additional work for programming, design and writing, in addition to taking some of the load off of us, allowing the team to focus on expanding the content. The limited hours in a day are our biggest bottleneck at this point!
On that note...
WE'RE NOW HIRING

Keeping in the spirit of working with our backers, we're thrilled to offer some opportunities to you. We are currently looking for creative people who are inspired by the project to join us and fill the following roles:
  • Technical UI Artist
  • Game Programmer
Please note: both positions require prior experience in the game industry, and will be roughly 40 hour/week contract positions with durations ranging from 2 to 4 months. We're not looking for interns at this time, and unfortunately we don't have any full-time positions available. If you've got experience in the above fields and are into the project, please send your resume, online portfolio, and any other pertinent information to jobs@stoicstudio.com. We'll be hiring up quickly over the next few weeks.

We may also be looking for additional contractors in other departments soon, so keep an eye out.

ONE LAST THANK YOU

This is our last update before the end of the project. It's been a crazy ride and we're completely out of ways to say thank you anymore. In fact, I think we've already said that. But the real work has just begun! From here on out we'll be laser-focused on producing the game and be talking more in depth about the combat mechanics, lore, characters and other gameplay. We'll also be setting up a discussion forum as soon as we can and begin putting together the Kickstarter prizes; no small task.
We can't wait.
Skål!
Alex, Arnie and John
They already got 582k $
 
Joined
Oct 19, 2010
Messages
3,524
Sampled music is so good these days that I am a little disappointed they are trying to aim for full live recording with what limited funds they have. Having live recording is a bit like having cinematics in that it is a luxury that creates a nice feel when done right but ultimately a huge cost that most players will not notice or care about. When you have the budget available it is a worthy aim, but they don't, and they shouldn't be aiming for it.

Player cities on the other hand sounds really good. Anything which makes the mechanics deeper I support, as that's what the game needs to transform it from a short-lived low-price indie experience, to a more substantial RPG/strategy experience
 

kazgar

Arcane
Joined
Apr 23, 2008
Messages
2,164
Location
Upside Down
And surely cities on less platforms are more important than console...then again the console market hasn't been touched so could be the push it needs. (whole new section of people)

conflicted!
 

Kitako

Arcane
Joined
Mar 3, 2011
Messages
2,036
Location
UK
the console market hasn't been touched so could be the push it needs. (whole new section of people)
... but... but... console "people" are not people.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom