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#1 | |
Senior Member
Iscritto dal: May 2001
Messaggi: 15944
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[aspettando] Serpent in the Staglands
Apriamo anche questo visto che sono in Kickstarter, goal, modesto, raggiunto dopo pochi giorni, vari strecht attivi... ![]() E' anche possibile preordinarlo via paypal sul sito. VIDEO KICKSTARTER Intervista di rpgcodex Q&A di rpgwatch Rpg indie openworld in real time con pausa tattica, che prende spunto da Darlands e Baldur's Gate. Sarà abbastanza realistico come feeling, ma cmq con elementi fantasy e magia, e a party. Una caratteristica sarà che andando su col livello diventerà più random (un po' tipo Savage Worlds: a livello 1 magari si tira 1d4, dopo vari liveli 1d12... L'idea di base è questa). Dicono che vogliono fare anche capacità interessanti per i guerrieri. Lo sviluppo del personaggio e l'esplorazione saran piuttosto liberi. Il protagonista, nonchè capo del gruppo, è un dio, per il quale sarà possibile scegliere attitudini che influenzeranno i dialoghi. Gli sviluppatori sono 2 persone (marito e moglie). Quote:
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System of a Mario Ultima modifica di Jon Irenicus : 01-04-2014 alle 11:45. |
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#2 |
Senior Member
Iscritto dal: May 2001
Messaggi: 15944
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Magic in the Staglands
![]() Magic in the Staglands specifically is based in six schools, Illumination, Linking, Transforming, Flesh, Forging and Herbology, and flowed originally from the six powers of the land's capricious deities. Spellcasters in the Staglands have no limit on how many spells they can memorize and have access to at any given time, but most spells require strict concentration to cast, and often need the wizard to hold the spell with all their might to keep it effective. A wizard who wants to cast disease contagion on his enemies (a potent high level spell where a wizard creates a cancer that jumps from enemy to enemy) cannot do anything else while the spell is running its thorny course. The spell skills are grouped into four levels, or grades, and are unlocked by intelligence stats. As you level up, they can put skill points into a spell to increase its potency, and different skills affect the potency of other skills across grades. Illumination School Fearful Light Healing Light Banish Spirit Summon Wisp Turn to Stone Enhanced Vision Shadow Weave Cloud Searing Light Piercing Light Planar Jump Flesh School Warty Hands Speed Age Cure Poison Lock Jaw Remove Bones Disease Contagion Slug Corpses Body Lock Remove Flesh Ailments Herbology School Foul Creep Root Bandages (Single) Guano Hallucinagon Nauseate Quick Grow Seeds Poison Air Root Bandages (Party) Steroids Forging School Heat Metal Blinding Weapon Metal Scales Physical Shield Undead Weapon Decoy Obliterate Shield Magic Shield Linking School Detect Man Protect Mind Arcane Attack Mind Drain Source Gift Source Enemy Sap Perception Sap Occult Marking an Enemy Transformation School Morph into Feline Morph into Wolf Morph into Livestock Polymorph into Bats Morph Enemy to Friend Summon Familiar Morph into Life Melee, Range and Elixir Fighting Styles ![]() Fighters can choose between melee, ranged weapons or throwing deadly elixirs that explode at their enemy's feet. Each party member can have three combat skills selected (changeable anytime for variation during battle), which can trigger at specific times, act passively, or synergize with spells or weapons. Some trigger every attack or every (X) attacks, some on your current enemy's death, some dependent on your health, and some at the beginning of a battle. While active, combat skills require no additional work for the player but choosing an enemy or position. The combat skills, like spells, are split into four levels, or grades, and are unlocked with a combination of strength and dexterity stats. You can put points into skills to increase the power of the skill, and different skills affect the potency of other skills across grades. Grade 1 Spar Bash Striker Shieldless Shield Mastery Precise Aim Hummingbird Explosive Trap Monster Man Fast On Feet Warcry Rally Fortify Mind Endure Polymorphed State Grade 2 Silence Crushing Blow StaggeringS lash Fury Parry Pin Shot Split Arrow Blinding Shield Shield Bash Vision Trap Boost Tar Trap Wolf Claws Bless Charge Into Fray Grade 3 Whirl Circle Swing Tiger Strike Torture Concentration Strafe Giants Pull Engineering Stink Trap Adrenaline Desperation Burst Of Life Fight Through Pain Grade 4 Mark For Fear Bleed Cripple Hit Overpower PreppedStart Poison Weapon Molotov Trap Trap Body ShieldR ecoil Repel Magic Reverse Ailment Mangle Fly You Fools Common Aptitudes ![]() Aptitudes are branches of knowledge and persona that affect how your characters interact with the world around them. They also buff certain combat and spell skills. The mortal avatar of the moon god Necholai is completely unique to how you choose to play as him, and you'll learn early on that he'll want to beef up his Aptitudes if he wants to relate to the people in his wanderings. Aptitudes can affect conversation, interacting with the environment, and potently increasing the power of skills and spells. Each Aptitude will have 5 available levels you can choose to put skill points into. Harbinger, Song Weaver, Woodwise, Philosophy, Linguistics, and Herbology are all elements of social interaction and general scholarly knowledge you're able to advance for your characters. Many NPCs you'll talk to and question will have knowledge of or be affected by your knowledge of particular aptitudes. For example, a Song Weaver probably couldn't sway a rough bandit into giving him or her information with a musical tale, but a Harbinger could forcefully persuade him. These choices can lead to larger branching paths in the game. Harbinger Song Weaver Woodwise Philosophy Linguistics Herbology The Five Races Five races inhabit the Staglands, and while they usually get along, there are is the occasional tension and violence that can occur along race lines. While no race is particularly gifted in any sort of skill, each has unique gifts and personality to bring to the table. ![]() ![]() ![]() ![]() ![]() Lore and Culture in the Staglands ![]() The Staglands is an icy country in the world of Vol, one of the younger regions inhabited. Dominated by a coastline that keeps the merchant guilds wealthy and sea trade ever flowing, the land also boasts of the illustrious Emerald Mines and a vibrant capitol with a bazaar of wondrous spices and diverse cultures worth bragging about. The Staglands is a bridge between the Southern and Northern hemispheres of Vol, and is fairly young compared to their surrounding continents. To the North sits looming mountains, encapsulating the peninsula but for a small mountainous path. Beyond are rolling plains filled with dangerous clans of beasts and men. So dangerous is the land itself that the populated countries have constructed spires and tall fortified towers to protect themselves. The history of the Staglands in punctured with fierce skirmishes along the border: between overreaching it's northern border to harboring an abandoned magical spire, an end to the war isn't likely to come in the near future. To the South lies the sea and a vibrant archipalego inhabited by the Varuchovs. Though trade routes and roads are carved out through the lands, drifting too far is still unconquered woods, rivers and mountains. The population haven't named all the denizens that haunt the waters at night, or found an end to the hulking monsters and packs of wolves that still hold dominion away from the towns. The people of the Staglands worship the six ancient deities that originally roamed the lands, although it is well known that these gods and goddesses can be a capricious lot.
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System of a Mario Ultima modifica di Jon Irenicus : 01-04-2014 alle 11:49. |
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#3 |
Senior Member
Iscritto dal: May 2001
Messaggi: 15944
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Screenshots
http://serpentinthestaglands.com/glo...g/gallery1.jpg http://serpentinthestaglands.com/glo...g/gallery2.jpg http://serpentinthestaglands.com/glo...g/gallery3.jpg http://serpentinthestaglands.com/glo...g/gallery4.jpg http://serpentinthestaglands.com/glo...g/gallery5.jpg http://serpentinthestaglands.com/glo...g/gallery6.jpg http://serpentinthestaglands.com/glo...g/gallery7.jpg Ultima modifica di Jon Irenicus : 01-04-2014 alle 11:40. |
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#4 |
Senior Member
Iscritto dal: Nov 2004
Messaggi: 1747
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Tanta fortuna a loro, ma cazzo è inguardabile pure rispetto a standard vecchi di decenni.
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Esistono 10 tipi di persone al mondo: quelli che capiscono il codice binario e quelli che non lo capiscono |
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#5 |
Senior Member
Iscritto dal: Jul 2006
Messaggi: 8152
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Come pesce d'aprile è un pò fiacco, potevi impegnarti di più.
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#6 |
Senior Member
Iscritto dal: Dec 2006
Messaggi: 2006
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#7 |
Senior Member
Iscritto dal: Feb 2004
Città: Cremona
Messaggi: 30759
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Sapevo dell'uscita ma non della demo. Grazie
dopo aver visto i video nei mesi scorsi si prospetta come capolavoro annunciato.
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The CRPG BOOK PROJECT L'enciclopedia dei giochi di ruolo https://crpgbook.wordpress.com/ |
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#8 |
Senior Member
Iscritto dal: Mar 2006
Città: Roma
Messaggi: 5416
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Più che a baldur mi pare ispirato ad ultima.
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#9 |
Senior Member
Iscritto dal: Feb 2004
Città: Cremona
Messaggi: 30759
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A me ricorda anche Darklands
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The CRPG BOOK PROJECT L'enciclopedia dei giochi di ruolo https://crpgbook.wordpress.com/ |
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Tutti gli orari sono GMT +1. Ora sono le: 21:26.