A half-cut story teller from Brighton, England.
Crafting words for Mighty Tactical Shooter and Epistory. Survivor of Sol Magica and Zoo Base.
It's on Steam Early Access right now, and fully released on Steam tomorrow!
Nice post, great character design!
Those physical speech balloons are amazing! What a lovely idea!
I somehow missed this post go up!
Finally got around to playing the demo today. Had a blast with it, desperate to get my hands on more!
Good luck! Intriguing prospect - it looks like Trine meets the Lost Vikings.
Beautiful production on that trailer. What tool did you use to make it?
Just wanted to say that I played through I Am A Brave Knight (twice). It was absorbing and beautiful, not quite like anything else I've played. And unlike many games, it delivered an emotional hit which I think I'll remember for a long time.
Some of the later scenes in particular was gripping, with great choice of words for the user to type in. It literally gave the scenes an undertone which sent a shiver down my spine.
Nice post Riho! Forthright, honest and very interesting. I wish you well with your project (and your health!)
Lovely art style. Could almost be papercraft. Great screenshot which makes me want to jump in.
Thomas Was Paper, perhaps? ;)
Reminds me of a song lyric by Townes van Zandt:
"To live's to fly
All low and high
So shake the dust off of your wings
And the tears out of your eye"
Keep on flying, Sprout! =)
Thanks for the support!
Reductionist Agenda. Conspiracy Theory. Nebula. Wayward Principles. Malfunctioning Philosopher. Golem.
Event Horizon. Apocolyptica. Recursor. Recurse Indefinitely. Infinite Recursion. Recursion Recurrance (warming to a theme here, I'll jump ships!). Nimbostratus. Grandfather Paradox. Harbinger. Rigor Mortis. Downward Spiral.
Sounds a lot like Dungeon Siege or Ultima Online, which both used a system like this very effectively. It was a particularly good mechanic in Dungeon Siege because there were only a small number of skills to train. It was logical and intuitive without being overwhelming. And, in theory, the amount of customisation in character builds is a really nice feature.
The danger with this approach is that you drown the player with skills and lose a degree of character and cohesion with player builds. It's nice to be able to play a Paladin class, for example, and know from the get-go exactly what sort of skills you're going to get.
You also lose a bit of flexibility in the kinds of weapons you pick up: if you're a sword master and happen to find a really good axe that you'd like to use, you have to do a lot of grinding to level up your axe skill and make it worthwhile. Maybe that's all part of the character development - but it can also be a pain for gameplay.
One solution to that problem is to "link" related weapons, so that using any melee weapon levels up all melee skills by a % of your primary weapon. Ie, 10xp earned with a sword will also grant you 5xp with an axe, mace and spear.
Makes sense that you're a published author: the quality of writing on this page is a cut above, which gives me a lot of faith in the game itself.
I'll be watching (maybe even contributing when I've sniffed a little deeper) - good luck!