Hey everyone, Ian here, artist and game designer for Crimson Keep. This week Ben got pretty deep into adding some polish to the game. Walk cycles and visual feedback for hitting enemies. Both of these are nice touches, and despite seeming like a finishing touch for a game, make a considerable impact on players at any point in the dev process. Visual feedback for attacks is especially important because it helps the player grasp whether or not they're hitting the enemy. Walk cycles on the other hand do very little in conveying information to the player, but the game does tend to look goofy without them, so it became a priority for our March 2016 demo.
Thanks for your continued interest in the game. Please feel free to leave a comment, or critique! For more information about the game you can follow me @neckbeardninjas have a great week!
Just wondering, what is the goal of this game? I mean the goal in-game for the character to do?
They player is thrown into the keep as a death sentence. So it's the players job to cleanse it, and fight their way out, or carry out their sentence. Kind of like the pit in Army of Darkness (except much deeper and filled with many more monsters and traps).
ah I see so they're practically stuck right there and is on the brink of survival.
would this be singleplayer? if yes would there be NPC players that have the same fate?
This first main version will be single player. Though some classes will be able to summon pets, we don't have plans at the moment for other npcs that could help you. There will be a couple story npcs that show up.
Looks like Ultima Underworld with a real 3D engine and improved visuals.
Thanks baszermaszer, UU and Arx Fatalis were pretty cool games, they've no doubt inspired me. Crimson Keep will focus more on combat than puzzle solving of course, but some of the survival aspects of the game (carrying food, possibly cooking or crafting later) will certainly draw from those games.