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Darkwind
Darkwind
| Name: | Sam Redfern | |
|---|---|---|
| Date Posted: | Feb 04, 2006 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Sam Redfern |
Blog post
The last 6 weeks or so have been very busy for darkwind. We have recruited several 3D modellers: Alan is working on character models and animation for the special 'themed' NPC gangs; Paul is working on the player character models; Nehal is customising our vehicles by adding big homemade bumpers, rams and spikes, weapons and turrets etc. Brian and Justin have also offered to help out with the modelling. Thanks guys! I have been working on 'aging' the vehicle textures (it's pretty damn rough on paintwork after the apocalypse, didn't you know?) and have also re-worked the website. OK, you might have noticed that! Everything has been moved onto our new Linux server, which involved the re-writing of ASP code, etc. I'll also need to re-write the logon server and am in the process of writing daily/weekly game update daemons.
A database of critical hits and injuries is also being compiled. This includes stamina and bleeding, stunning and concussions, broken bones, twisted ankles, ripped tendons, burning, punctures, explosions.. Many of these injuries will take several weeks (real-time) for a character to fully recover from, if at all. Anyone who has played my Amiga game 'Critical Hit' from 1995 will know what that's all about. Nothing sucks quite as badly as an RPG with a simplistic combat system... 'KewlD00d hits the squirrel for 5 points' ... yeurrch! ... the scary thing is, this accounts for nearly all RPGs currently on offer.
We're hoping to open up for phase 1 alpha testing in the next 8 weeks or so. This is probably wildly over-optimistic.

www.dark-wind.com
A database of critical hits and injuries is also being compiled. This includes stamina and bleeding, stunning and concussions, broken bones, twisted ankles, ripped tendons, burning, punctures, explosions.. Many of these injuries will take several weeks (real-time) for a character to fully recover from, if at all. Anyone who has played my Amiga game 'Critical Hit' from 1995 will know what that's all about. Nothing sucks quite as badly as an RPG with a simplistic combat system... 'KewlD00d hits the squirrel for 5 points' ... yeurrch! ... the scary thing is, this accounts for nearly all RPGs currently on offer.
We're hoping to open up for phase 1 alpha testing in the next 8 weeks or so. This is probably wildly over-optimistic.

www.dark-wind.com
Recent Blog Posts
| List: | 10/31/08 - Deathracing Firetrucks (many images) 06/23/08 - Happy New Year: 2046 01/06/08 - January 2044 Roundup 10/15/07 - Happy New Year 2043 09/06/07 - What you get when you give an indie developer a free reign to rant, and don't argue with him 08/08/07 - Darkwind Retail 04/26/07 - Darkwind Official Opening May 4th 04/04/07 - Characters on Foot |
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Submit your own resources!| abc (Feb 04, 2006 at 11:06 GMT) |
Nevertheless, I love seeing games that break the mold. Good luck getting this one right :)
| Sam Redfern (Feb 04, 2006 at 12:31 GMT) |
One of the main underlying concepts in my game is that you will only play it for a few hours per week, and that there's no advantage to gain from being logged into it for more than that. There's a lot of people who like persistent, competitive games but aren't willing to spend 10 hours per day at them. A lot of my gameplay design is tied to real-world time: you'll typically be involved in just one or two live events per week, and therefore the long-term training and injuries system fits with this. These things wouldn't fit easily in a traditional "24/7" MMORPG.
You explained the 'fulfilment of quest at hand' goal well, which is indeed what gamplay is typically about in RPGs. I guess my game will be a mix of this short-term stuff with longer-term strategy.
| Matt Huston (Feb 05, 2006 at 16:32 GMT) |
| Sam Redfern (Feb 05, 2006 at 18:14 GMT) |
edit: BTW, what is it that you don't like about autoassault?
Edited on Feb 05, 2006 19:13 GMT
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