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Age of Decadence

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12.10.2006
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http://www.irontowerstudio.com/story.htm

Jel bilo reci o ovoj igri?

Fallout u postapokalipticnoj proslosti :)

combat2_1.jpg


newGui3.jpg


newGui1.jpg
 
Poslednja izmena:
Jel se zna kad ce ovo tacno da izadje ???
Gledao sam po netu ali nigde nema neki tacni datum, samo nagadjanja ?
 
Ova igra se vec veoma dugo radi i veoma mali broj ljudi stoji iza nje. Kako mi se cini igra koristi stari Infinity engine u kome je radjen Baldur's gate, na koji poprilicno i podseca. Sve u svemu, cini mi se da mnogo obecava jedva cekam da se ovo pojavi.
 
pratim sam pocetak razvoja igre

ali nisam nasao za shodno da nesto palamudim na benchu o njoj kada se ovde sve vrti oko najkomercijalnijih naslova popcorn zanrova i klick n run koncepata
 
Po meni igra veoma obecava,ali nesto se slabo prica o njoj u poslednje vreme(poslednji interview-i sa timom su od 2006/07 godine) pa se plasim da projekat nije napusten :(
 
daleko od toga, demo skoro da je spreman, igra izlazi ove godine


skokni da rpgcodex forum
 
Poslednja izmena:
E to su vec extra vesti,nisam pratio razvoj ove igre.
Znaci nade za ovu godinu su Age of Decadence i Dragon Age. :)
 
proshmuraj po njihovom forumu svasta oni imaju na umu

recimo pogledaj http://www.irontowerstudio.com/forum/index.php?topic=518.0 topik gde se govori o sci-fi retro falloutish igri, na kojoj bi radilo dosta hardcore likova koji stoje iza FO komune, a neki su vec ukljucheni u pravljenje AoD-a
 
Malo da osvežimo temu.

Age of Decadence - Combat Demo Comments
http://www.rpgwatch.com/#12851

A šta će biti od svega ovoga videćemo:
""The Age of Decadence is an isometric, turn-based, single-player 3D role-playing game set in a low magic, post-apocalyptic fantasy world, inspired by the fall of the Roman Empire. The game features a detailed skill-based character system, non-linear gameplay, multiple skill-based ways to handle quests, choices & consequences, and extensive dialogue trees.

Over 100 quests, taking you to 22 locations: towns, outposts, archeological digs, sealed places of Power, underground facilities, and temples.
Each situation has multiple ways of handling it, based on your skills, reputation, and connections. Each way has consequences that will affect someone or something.

Extensive dialogue trees, written with role-playing in mind. You can use many skills in dialogues, take actions like stealing or sneak-attacking, and play your character with personality as you see fit.
An interesting world with rich history and unclear future that your actions can shape into seven very different game endings."
http://www.irontowerstudio.com/
 
http://www.irontowerstudio.com/forum/index.php?topic=518.0 topik gde se govori o sci-fi retro falloutish igri, na kojoj bi radilo dosta hardcore likova koji stoje iza FO komune, a neki su vec ukljucheni u pravljenje AoD-a

Od ovoga ide voda na usta.
Radnja će se odvijati na svemirskoj stanici.
Mislim da se zove Cyclopean.

"On combat: first, let me make it clear that the seeds of this game come from two things: pen and paper emulating cRPGs (Fallout, Gold Box, Darklands, Realms of Arkania)....

But when I was done fleshing out the setting and started thinking up issues for people/aliens/robots to have in such a setting, it quickly became clear to me combat is not the most obvious path here. The setting is very small and very isolated and the "factions" (for lack of a better word) are in a kind of equilibrium. If the player so wishes he can tilt the equilibrium towards violent conflict, sure, but there are limits to how far swinging your laser pistol around will get you. There are still missions that can be resolved by violence without spurring the situation into full-blown anarchy, and there are some missions that can only be resolved by violence (either yours or someone else's), but I found it telling that for one of the major combat-oriented scenarios I found it necessary to bring in an extraneous influence into the small, isolated setting just to bring in some relatively conscience-free gunslinging.

Do I realise the disadvantages of crippling combat compared to stealth and crippling stealth compared to dialogue and science? Of course. But the damage I would have to do to the setting to fully accommodate a combat path in the traditional RPG sense would be worse by a factor googolplex. Combat is a valid path, it is just less interesting to play, as you'll have to solve the majority of your missions with the most vanilla, generic-skillset solutions (which are generally the least interesting) and are not offered a lot of extra missions compared to the unique missions for stealth, dialogue and science characters.

On sci-fi epics: Oh man I so agree. This game will be retro-50s in more than just visuals, as my primary inspiration for character types, dialogue and missions comes from a variety of Golden Era sci fi sources, whether it be 50s sci-fi cheese flicks like Forbidden Planet, This Island Earth or Rocky Jones - Space Ranger or 50s novels such as Lem's Solaris, Pirx the Pilot stories or Invincible, Dick's Dr Bloodmoney or Asimov's I, Robot stories.

I'm not interested in making a game that tells you a story. I think games can do this very well - especially if supported by great writing (I'm referring to Torment), but it's not what I'm looking to do, because I want to let the player tell his own story.
My primary inspiration in this is Stanislaw Lem's Invincible, a real recommended read.
This is a game that is about pen and paper elements primarily."


Naravno,papir trpi sve,kao i u slučaju Age of Decadence,a šta će biti do kraja i ko zna kada će i da li će ovo izaći, i na šta će da liči.....
Ja bih voleo da znam.

Console
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Commiegrunt
commiegrunt4oc5.jpg


Maintenance Bot
maintenancebotcg4.jpg
 
Poslednja izmena:
Mali off:

Age of Decadence i Cyclopean stvarno obecavaju medjutim takve igre iako nisu dugo vidjene na trzistu ipak nisu nesto potpuno novo (nije kritika samo zapazanje). Ono sto je stvarno novo i sto se nadam da ce se pojaviti jednog dana jeste igra o kojoj se prica u ovom threadu.

Kao sto mozete procitati radi se o Zombie RPG-u a covek koji za sad sam (woman doesn't count :p) radi na tome je zasluzan za Malkavian komentare iz Bloodlines-a tako da igri sigurno nece nedostajati humora :).

Igra ce biti bazirana na istoj tehnologiji kao i AoD. Detalja o samoj igri ima jako malo i nadam se da se nece sve zavrsiti na 4 strane tog theada nego da ce autor uz pomoc Iron Lore-a uspeti da izgura igru na trziste (pa kakva god bila).

Ono sto je zanimljivo jeste da nece postojati nikakve magije sto je logicno jer ko je video zombija sa specijalnim sposobnostima koji baca magije :D. To moze znaciti ili da ce igrati failovati kao RPG ili da se role playing momenat ne bazira na razvoju lika (powerlvlingu) kao u "savremenim" RPGovima vec na bukvalnom igranju uloge zombija kroz dijaloge (valjda neces biti full zombie svo vreme), prezivljavanje i verovatno promene kroz koje ce tvoj lik prolaziti zavisno od situacije u kojoj se nadje (verovatno ce biti razlicitih vrsta zombija neko muckanje sa DNA ili tako nesto na sta igrac ne bi uticao u tolikoj meri).

Ovaj poslednji pasus (osim prve recenice koja je cinjenica) je neko moje razmisljanje na temu jedne takve igre koja mi se cini neverovatno zanimljivom (zato pisem o tome u ovoj temi; nema smisla otvarati temu za igru koja nema nikakav preview materijal; nadam se da vam ne smeta :)).

Josh jedan thread gde se govori o igri: http://www.irontowerstudio.com/forum/index.php?topic=990.0

Twitter: http://twitter.com/DoubleBearGames

Clanak sa The Escapist (Yahtzee FTW :D): http://www.escapistmagazine.com/news/view/93802-Designing-a-Serious-Zombie-RPG

I jedan maksimalno glup komentar na gorepomenuti clanak:
Honestly, I think Valve has cornered the market on zombie games. I don't think they're going to be able to top Left 4 Dead.

Ovo je dokaz da na youtube-u ne postuju bas najveci ******, ima ih i na drugim mestima :lupko:
 
Poslednja izmena:
Da čitao sam nešto o ZRPG ili Zombie RPG,ali je sve naravno još šturo.
"# PC RPG, turn-based, 3rd person perspective using Iron Tower Studio’s Age of Decadence engine.
# Game is about survival. Scavenging resources, exploring the area, dealing with other survivors, and managing a “shelter” of sorts are the main focus of the game.
# Game is open-ended. There are characters and events that could happen, but the story depends on where you go, what you do, and who you meet."

http://www.doublebearproductions.com/?page_id=7
 
Demo je losh.
 
Novi traileri:

[YOUTUBE]TgOolAndA_I[/YOUTUBE]


[YOUTUBE]kKD8Vr55jl8[/YOUTUBE]
 
Poslednja izmena:
Izasao beta demo. Prvi grad i dve susedne lokacije mogu da se igraju.

Demo

Za finalnu verziju ce im trebati jos dosta vremena, godina-dve minimalno.
 
Koliko je teška igra i koliko kažnjava svaku naivnost iz većine RPG igara..

Primer:
Pitaju me da glumim telohranitelja nekom prodavcu
Prodje kupoprodaja bez problema
Na putu nazad nas presretnu dva lopova
Meni ponude pare da odem svojim putem
Ja, dobri samarićanin, odbijem i odlučim da branim merchant-a
Poginemo obojica, iako je bilo 2 na 2, jer je on bez oružja, a ja tek počeo igru
New Game :)

Tako je u većini situacija i može vrlo lako da se pogine.
 
Update za demo:

Fejlovao sam bukvalno svaki quest koji sam probao!

Da se usunjam u kamp, poginem
Da glumim loremaster-a, provale me

Na ostalim quest-ovima, isto!

Poceo sam kao merchant, toliko sam fejlovao quest-ove, da su me izbacili iz esnafa :D

J3bem ti igru :)
 
Igra je hard core u potpunosti. Ono sto je najvaznije je da se moras drzati onoga za sta si specijalizovan i traziti resenja koja su u skladu sa tvojim skilovima. Bice potrebno da se igra predje mnogo puta kako bi se sklopile sve kockice, jer jedan character build nece moci da otkrije sve delove price, niti da resi sve kvestove. Konceptualno, za mene je ovo savrsen rpg, sad ostaje da se vidi kako ce to sto su zamislili sprovesti u delo.
 
imao sam vremena samo da skine i instaliram i pokrenem igru

negde kazu da je demo a nagde opet da je public beta u pitanju

ako je tako kako kazete, bice zabavno
 
Znači posle tri godine dobijamo novi demo :D


Ali dobro može se čekati još, vredi.
 
kako ste povecali font? moze li to? ...jedino sam na rezi 1024*768 uspeo nesto da procitam...

...kakav dobar niz neborbenih i speech skillova, morao sam driftera:-devil-:... ali to za prvi prelaz, pa cu posle videti ostalo.
 
[YOUTUBE]3bxMe1aME2g[/YOUTUBE]


...ovo sto kazu je tacno, skoro je nemoguce igru preci istim putem u drugom prelazu. Ja sam probao cak i istu klasu u demou, pa mi je opet bilo drugacije iskustvo.
 
Poslednja izmena:
Pratim ovu igru jos od kako su je najavili prvi put tamo negde 2004/5. Ponekad je prolazilo toliko vremena izmedju i najsitnijih novosti vezanih za razvoj, da sam cesto pomisljao da su odustali. Izlazak demo-a ipak potvrdjuje da se konacno priblizava i release date. :) Konacno, izometrijski turn-based combat RPG, sa gomilom razlicitih skillova, spellova i opcija prilikom gradjenja karaktera, razvijenim dialogue sistemom sa ogromnim brojem ponudjenih izbora + class only izborima, kao i ono najvaznije - velikim brojem razlictih puteva kojim moze da se stigne do zeljenog cilja, koje prate i posledice takvog izbora. Jedva cekam! :)
 
Vince provides the July Update for The Age of Decadence on the Iron Tower forums. He discusses work on the Alchemy system, icons and descriptions as well as adding more branching in general play:

Oscar's still rearranging Maadoran. Those who followed the game for a while would remember that the towns were split into districts (which was a bad idea for more reasons than one). So, Oscar's putting all Maadoran's districts together and the city looks better every time I look at it. Very city-like and very urban, which creates a unique look (i.e. it's not like Teron but bigger – it really does look different and has a different atmosphere; same goes for Ganezzar and Caer-Tor).

I'm still tweaking quests, expanding dialogues, and adding more content. Now, since we have to show you something, here are a few dialogue shots (attached) introducing Strabos and the merchants guild's Maadoran questline. [...]

Also, the quests have a lot more branching than what you saw in the demo (which is one of the things that I'm working on now). While Teron had plenty of paths, most options were skill-based, which could easily create a very linear experience for you. We're adding more 'personal' choices and outcomes, so hopefully you'll be pleasantly surprised.

http://www.irontowerstudio.com/forum/index.php/topic,2869.0.html
 
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