Page 9 of 13

Re: Ealdorlight (from Sol Trader's dev)

Posted: Tue Jun 06, 2017 10:13 am
by Victor Tombs
chrismdp wrote:Well done Victor - backer #1 :)
:) Years of honing my keyboard stabbing skills on auction sites, Chris. I'm hoping to keep in touch with progress on Ealdorlight but I have some crazy busy weeks ahead of me so the chances are my visits will be infrequent. With this lot giving you some great input in the way of suggestions etc. I'm sure you will find your follow up experience to be as exciting as Sol Trader...hopefully even more so. :thumbup: :angel:

Re: Ealdorlight (from Sol Trader's dev)

Posted: Tue Jun 06, 2017 11:44 am
by Lum
#74!

:thumbup:

Re: Ealdorlight (from Sol Trader's dev)

Posted: Tue Jun 06, 2017 12:10 pm
by HowSerendipitous

Re: Ealdorlight (from Sol Trader's dev)

Posted: Fri Jun 09, 2017 3:08 pm
by Talvieno
If there's anyone that hasn't taken a look at this yet, you should!

Re: Ealdorlight (from Sol Trader's dev)

Posted: Fri Jun 09, 2017 3:13 pm
by Silverware
Woo, have a chunk of my change, was too lazy to search for the kickstarter while the forums were dead.
So you can blame that on Talvieno. :D

Re: Ealdorlight (from Sol Trader's dev)

Posted: Fri Jun 09, 2017 3:24 pm
by chrismdp
Silverware wrote:
Fri Jun 09, 2017 3:13 pm
Woo, have a chunk of my change, was too lazy to search for the kickstarter while the forums were dead.
So you can blame that on Talvieno. :D
Thanks - that's awesome. It's had an ok start but needs a bit more oomph to get it there I think!

Re: Ealdorlight (from Sol Trader's dev)

Posted: Fri Jun 09, 2017 4:17 pm
by Baile nam Fonn
Kickstarter Update #3 wrote: [...]
In Sol Trader the history finished at game start, and the world in which you played was fixed. In Ealdorlight, the history never stops generating. Similar events that happened in the past can happen in game in front of you, whilst you are in the middle of something else. When the game speeds up for long distance travel or when the player is captured or recuperating after serious injury, the world keeps on turning: the player will start to feel the effects of age and characters can get move away, get injured themselves of [, or] die of old age...
[...]
Minor typos in there. :P

But more importantly: I love this. I wantsit. :mrgreen:

Re: Ealdorlight (from Sol Trader's dev)

Posted: Fri Jun 09, 2017 4:24 pm
by Flatfingers
While I normally steer clear of roguelikes -- because the lack of ability to save game state penalizes exploring options -- I think there are a couple of game styles where it works.

One is the high-sensation game, where you're basically on an exciting roller-coaster ride. Allowing unrestricted save/load would interrupt that excitement. Call of Duty-style shooters are the exemplars of this kind of game.

But I think Chris has found another. By emphasizing progress through social interaction as an important gameplay activity, rather than stuff-accumulation, there's less feeling that a "mistake" (for most of the game) is a game-over problem. (Which is what dooms most roguelikes for me.) Even with real consequences, the cost of exploring the social terrain of the game world may be low enough that the occasional game-over seems earned, rather than an unpleasant surprise.

So, all that is prelude to a question for Chris: What's your design intention for the replayability of Ealdorlight?

Will a typical game last long enough to feel interesting, but not so long that a game-over condition hurts from feeling too abrupt, with too much progress lost? How different will each replay feel from the others, and in what ways?

If this question about replayability (and, more importantly, your response) seems useful for helping to describe Ealdorlight to potential backers, please feel free to repost any of my comments anywhere you like.

Re: Ealdorlight (from Sol Trader's dev)

Posted: Fri Jun 09, 2017 4:28 pm
by Cornflakes_91
just threw at the ks what i could spare from my current expenses, the giant amount of 20£
:ghost:

Re: Ealdorlight (from Sol Trader's dev)

Posted: Sat Jun 10, 2017 1:24 am
by chrismdp
Cornflakes_91 wrote:
Fri Jun 09, 2017 4:28 pm
just threw at the ks what i could spare from my current expenses, the giant amount of 20£
:ghost:
Thanks! Every little helps! :)

Re: Ealdorlight (from Sol Trader's dev)

Posted: Sat Jun 10, 2017 1:32 am
by chrismdp
Ok tweaked the strapline of the project to try and boost momentum.
A new kind of RPG: roguelike step-based combat, a realistic damage model & procedural history/society in Unreal Engine. PC/Mac/Linux.
What do people think? better or worse than the previous one?

Thanks for your questions Flat - will answer them properly a little later on.

Re: Ealdorlight (from Sol Trader's dev)

Posted: Sat Jun 10, 2017 5:54 am
by HowSerendipitous
Personally, I'd chuck out some kind of demo. Even if it's just a random combat scenario, it means that people can have a fiddle and see the game in action.

The presence of a decent demo has always swayed me if I wasn't sure on a Kickstarter.

Re: Ealdorlight (from Sol Trader's dev)

Posted: Sat Jun 10, 2017 9:05 am
by chrismdp
HowSerendipitous wrote:
Sat Jun 10, 2017 5:54 am
Personally, I'd chuck out some kind of demo. Even if it's just a random combat scenario, it means that people can have a fiddle and see the game in action.
Yes, I've come to the conclusion that that's what I need to do.

I'm planning on working hard on polishing the build I have and releasing next week.

Re: Ealdorlight (from Sol Trader's dev)

Posted: Sun Jun 11, 2017 1:15 pm
by HowSerendipitous
Sounds awesome, I'm looking forward to having a fiddle! :twisted:

Re: Ealdorlight (from Sol Trader's dev)

Posted: Sun Jun 11, 2017 1:16 pm
by Talvieno
Ooh, me too. :D I can't wait. It looks like such fun.