I've tried to answer as many comments or questions as I can below - sorry if I missed yours, do ask again!
JanB1 wrote:
The Setting looks really interesting. Sure, at the moment there are a few big medieval 3A titles out there, but I think this looks a little more down to earth, and as mentioned in the description, is less fantasy base. So, it kinda goes in the same general direction as Kingdom Come.
Yes, that's the idea.
JanB1 wrote:
The fighting system looks really interesting. Kinda reminds me of a mix of the hexagon-fields of Civ and the checkerboard of HoMM.
As others have mentioned, my principle influence here is Dwarf Fortress Adventure mode.
JanB1 wrote:
The artstile looks interesting, although my biggest critique point of Sol trader was the graphics, and the screenshots of this new game so far look good, but the textures look a blurred close up
I wouldn't worry too much about the texture quality on those screenshots - they're very early and I was hesitant to show them at all (hence the big disclaimers)
JanB1 wrote:
The world map Is an interesting approach if this picture is accurate. Dividing the world in small chunks can be really interesting if these chunks are designed really well.
Yep, my current plan is to make the world map a generated hex grid. Should give rise to some interesting situations and game choices.
JanB1 wrote:
[*]But watch out: if there is no good explanation to why you should overthrow the current King...well...
Don't worry - there is
Silverware wrote:
I have just spent the last few days enthralled by Battle Brothers. Please do yourself a huge favor, and play it.
It has ideas I think you could use, and seems in a similar vein as to what you are doing.
Yep, that one is on my list to play for comparison.
Silverware wrote:
That map concept you have? If the entire game was in that art style I would be one happy gamer.
I very much love the low-poly look. If you aim to end up closer to the battlescene graphics, that will be fine too.
However a more realistic style tends to require a much higher level of quality in the models, textures, and rendering to pull off safely.
This is true. I've got some good contacts: the question is more whether I can pull off this style within my budget. I'm planning to make the biomes initially quite restricted and then expand with DLC (or stretch goals) so that I can afford to do this well!
Silverware wrote:
I hope you model permanent damage to characters, like in Dwarf Fortress. From what I am seeing of this, and Sol Trader, I am expecting essentially DF Adventure Mode. Which is very much not a bad thing, but long term damage and debilitation is a crucial part of games like DF or Battle Brothers. Forcing you to take on new allies as they slowly get ground down in combat.
Permanent damage is absolutely in the game, and a big part of the gameplay.
Silverware wrote:
If you aren't already going that way, I highly recommend low fantasy, keep magic rare as hell. This gives you something to hold in reserve for big-bads, legendary equipment, and late game things. If everyone and his dog is a wizard, then remember, humans are lazy so magic is going to power a ton of stuff. Wizard powered airships and city power-grids fed by magic are going to be things in a faithful high fantasy setting.
Yes, very low fantasy. Magic isn't understood and is not practiced as a discipline, but there's more to the world than meets the eye...
Silverware wrote:
If you don't play Crusader Kings 2, it's time to. It has a great grasp of the more political side of things in a medieval setting. Make sure counts are attempting to marry daughters off to the sons of kings or dukes, assassination attempts are against rivals, and those who hold titles that the person attempting has claim to (or his children do).
I've put at least 35 hours into that game
It was inspiration for Sol Trader and will be similarly inspiring for this one. Modelling a full court to the level CKII does it is out of scope - I want to make the core an excellent RPG first, and layer in those elements that fit.