Age of Decadence

Post » Sat May 28, 2011 7:24 pm

Yes isn't it? Looks like it's continuous.

Beta testers are testing the game right now, and Vince said they're fixing some minor errors. We might be playing the Combat Demo in 2 weeks' time.

On a wednesday I bet? :P
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Kelvin Diaz
 
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Post » Sat May 28, 2011 7:09 pm

Thursday. B)
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brian adkins
 
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Post » Sat May 28, 2011 3:49 pm

Thursday. B)

Ah, Thursday was the joke? :P Anyway I'm looking forward to it.

When the game is released I'll probably buy the $50 boxed edition with all the extra goodies rather than the $25 direct download.

"Boxed version will include a full color, professionally produced box (as good or better than what you see in stores), full color glossy manual, full color glossy map. And the aforementioned CD case, of course.

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Kitana Lucas
 
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Post » Sat May 28, 2011 10:22 am

http://www.irontowerstudio.com/forum/index.php/topic,1055.0.html.
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Miragel Ginza
 
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Post » Sat May 28, 2011 1:51 pm

Anyone read this interview with the head man at ITS? It's was of them more entertaining things I've read in a while.

http://www.rockpapershotgun.com/2008/02/01/against-design-decadence-vince-d-weller/
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I love YOu
 
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Post » Sat May 28, 2011 7:43 pm

That's the first article I read on the game. Immediately loved his personality (well, that's after my whole issue with the him).
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Ruben Bernal
 
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Post » Sat May 28, 2011 5:13 pm

Anyone else looking forward to this far more than Dragon Age? :)
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Lauren Dale
 
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Post » Sat May 28, 2011 6:52 pm

Me. Yay, we make a pair!
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Ross Thomas
 
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Post » Sat May 28, 2011 4:36 pm

No combat demo yet.

http://www.irontowerstudio.com/forum/index.php?PHPSESSID=92daba4eed9b09990ecc8a056d164054&topic=990.0 is a pretty interesting discussion about the effect of noises in ZRPG.

In our game, noise not only lures zombies in the area to the source of the noise, but if enough noise is made, new zombies will enter the area. The noise system is a big factor in the balance between melee and ranged, that is, while guns are powerful over a range, they also tend to be much, much louder than melee weapons. However, noise not only applies to the player's weapons/actions, but other humans as well. That means if a human enemy is making the most noise, the zombies will be attracted to them instead. Using certain items, the player could even lure zombies to their enemies.


But an update on the AOD combat demo from yesterday:

A new build featuring a brand new save/load system, redesigned Critical Strike, numerous AI tweaks, balance tweaks, bug fixes, all ending screens, and all kinda other [censored] that most people won't even notice was given to the testers. Just letting you know where we stand and what's going on in general.

Other than that, now we just need to add sounds and resolutions, fix the memory issue (see below), and we'll be ready to release the demo. Thanks for the patience and understanding, guys.

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Rach B
 
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Post » Sat May 28, 2011 10:44 pm

about the ZRPG... pc Only? :o
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Esther Fernandez
 
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Post » Sat May 28, 2011 10:30 am

It might be available on other Operating Systems and such, but not on consoles.
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Jenna Fields
 
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Post » Sat May 28, 2011 10:16 am

about the ZRPG... pc Only? :o

Yeah probably. It's turn based, running in the Age of Decadence engine with most likely similar graphics... I don't think the console companies will be interested.
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Tania Bunic
 
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Post » Sun May 29, 2011 2:05 am

HOW COULD YOU NOT BE INTERESTED IN A ZRPG?!?!?!

:swear:
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Michelle Chau
 
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Post » Sat May 28, 2011 12:02 pm

Indeed. With games like L4D, L4D2, Dead Rising, Dead Rising 2, Killing Floor, two Half Life 2 modifications, Resident Evil, etc. it's refreshing to finally see a zombie RPG.

And not some first person *pew pew!* action RPG either.
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Taylor Tifany
 
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Post » Sat May 28, 2011 11:17 pm

Someone got to try out the combat demo and posted his impressions along with screenshots here.

edit: Woops, RPGCodex is apparently censored on the forums. Too much 'forbidden language' on there anyway...

Here's the post with picture links:

Heavy connections within the Russo-Canadian Mafia allowed me to get my hands on a recent build of the Age of Decadence combat demo and I've been poking at it over the past week or so.

The demo, at least the version I've got, allows you to buy stuff from one merchant, distribute skill points, and speak to this guy to find out about the next battle.

http://farm3.static.flickr.com/2707/4111994800_016b830cee_o.jpg


As you can see, LARP has gone the DEX/PER route, with Bow, Dodge, and Critical Strike getting the most attention.

http://farm3.static.flickr.com/2704/4111994812_f46d60fb9d_o.jpg

Armor is kept light to avoid AP, Dodge, and Attack penalties as much as possible. The red numbers above show that I haven't completely managed to avoid them.

http://farm3.static.flickr.com/2727/4111994834_140b55b528_o.jpg


Check the merchant one last time and then it's off to the races.

http://farm3.static.flickr.com/2771/4111228237_024a986d76_o.jpg
http://farm3.static.flickr.com/2524/4111228257_c02995c882_o.jpg


LARP gets the first turn due to relatively high DEX, not because she's a lady being played by a big hairy guy sitting around in his underwear (although that should count for something in a true RPG). The to hit % is slightly higher on the first shot as well. A 34% to hit even after the first turn boost does not bode well for the rest of the match.

http://farm3.static.flickr.com/2582/4111994900_e1dc6d915c_o.jpg

Sarpedon starts out throwing [censored] at me. He doesn't always connect, but does more often than not and makes sure I know about it.

http://farm3.static.flickr.com/2558/4111228287_ce26c62f4d_o.jpg

http://farm3.static.flickr.com/2786/4111994930_095088548e_o.jpg

So I do what any self-respecting archer would do: whip out the steel barbed arrows and start aiming for the legs. While barbed arrows aren't really the best choice against an armored opponent, it feels appropriate when trying to cripple someone. A touch of class.


http://farm3.static.flickr.com/2428/4111994944_0dc2c86450_o.jpg
http://farm3.static.flickr.com/2659/4111994956_d20f64b9b0_o.jpg

I miss my first leg shot partly due to targeted shots having a lower chance to hit. However, after getting off a couple regular shots, I let him get close and manage to put one through the knee. Success!

http://farm3.static.flickr.com/2701/4111994976_e53dcd6cd4_o.jpg
http://farm3.static.flickr.com/2730/4111228373_c4c4c1056c_o.jpg




Of course, at this point he's right up on me with the spear, crippled or not. I try to slip away but being in his ZOC means he gets an attack of opportunity. My dodge fails and he hits me. One more hit and LARP is no more.

http://farm3.static.flickr.com/2637/4111228387_83401a4ef9_o.jpg

http://farm3.static.flickr.com/2737/4111995020_402fc7d782_o.jpg





Impressions and aimless [censored]ing:

Combat is solid, with different options (Fast Shot, Aimed Shot, changing ammo, etc) providing my archer a decent amount of control over each encounter. Luck, however, still plays a role at times so don't be surprised to see a perfectly played battle turn into a cluster[censored] with one critical hit. Didn't see any defensive options (thinking along the lines of some sort of "ready" stance that uses some or all of your AP in a turn in exchange for being harder to hit or make it easier to block incoming blows).

This particular match was my ninth so far, all of them up to this point being against single opponents except for one foursome (1 vs 3). The multiple opponent battles, such as the one against two Ordu following the one above, are welcome change-ups and definitely raise the tension level. Here's to hoping that encounter design in the full game doesn't rely too much on 1 vs 1 combat.

About difficulty: most of the battles were finished after the first or second try, although the one above took several reloads (had trouble hitting the bastard while he had no trouble hitting me) and I still haven't beaten the battle with the two Ordu that follows. And you can't save during combat so blow-by-blow save spamming won't help, not that I would ever do such a thing...

Graphics are acceptable, nothing special and nothing to complain about. You've all seen them by now. I do get some funky graphical glitches from time to time (the bottom of the bow disappearing or stretching down to the character's feet, skin stretching from one leg to another, ceilings behaving badly), but nothing problematic. Plus, I'm using a rather flaky AGP card so these issues could possibly be on my end. Animations are satisfying and believable (i.e. dodging looks like dodging, getting hit looks like getting hit, falling over dead looks like falling over dead, etc).

On a non-graphics presentation issue, there was something "off" on seeing some characters say (through floating text) "I'm gonna [censored] you up!". Not to imply that naughty words don't ever have a place in games, but this particular example doesn't fit the setting and feels more unintentionally goofy than hard-bitten or callously brutal.

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Schel[Anne]FTL
 
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Post » Sat May 28, 2011 2:17 pm

I think this will turn into vaporware before being released as a full, playable game with the depth and breadth promised.

If I'm wrong, I'll buy TESfanner's copy for him.

But, I feel pretty sure in offering that.
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Tamara Primo
 
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Post » Sat May 28, 2011 3:44 pm

Ah, bummer. Why couldn't you buy my copy? :(
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Laura Cartwright
 
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Post » Sat May 28, 2011 1:10 pm

Seeing as they spent quite some money on the game....the bet's on. :P

I await for the day you buy me the game! :)
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Kelli Wolfe
 
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Post » Sun May 29, 2011 12:51 am

looks interesting, i would like to see screenshots of Scars of War and the other games.
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Ross Thomas
 
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Post » Sat May 28, 2011 6:54 pm

No screenshots as of yet. There were some of Scars of War but they're gone because they upgraded to a newer engine.
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Jordyn Youngman
 
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Post » Sat May 28, 2011 5:20 pm

Vince said that we'll be getting the combat demo at christmas guaranteed! :)

http://www.irontowerstudio.com/forum/index.php/topic,1120.msg38549.html#msg38549
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JD FROM HELL
 
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Post » Sun May 29, 2011 2:37 am

Booyah!
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Rachael Williams
 
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Post » Sun May 29, 2011 2:06 am

http://www.criticalgamer.co.uk/2009/12/10/zombie-rpg-doublebear-interview/

No it's not a zombie MMO, that's a mistake from the interviewer.
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brandon frier
 
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Post » Sat May 28, 2011 8:30 pm

DoubleBear Productions brings us a christmas present!

http://www.irontowerstudio.com/forum/index.php/topic,1204.msg39535.html#msg39535 :shocking:


I have to say the graphics look better than I expected. :)
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Sami Blackburn
 
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Post » Sat May 28, 2011 9:00 pm

That looks....very good. :o

Ah, the upgraded torque engine I think.
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Phoenix Draven
 
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