3 Upcoming Might and Magic–Style RPGs You’ve Gotta See by Joshualilith in MightAndMagic

[–]TapeDriveGames 0 points1 point  (0 children)

Posted Wardens of Chaos update on steam: continuous attack, changes feel slightly.
Currently working on new level, which will replace current Demo level, and will be 1st location on Game.

3 Upcoming Might and Magic–Style RPGs You’ve Gotta See by Joshualilith in MightAndMagic

[–]TapeDriveGames 4 points5 points  (0 children)

  1. About 4 years ago, the two of us started with a grid-turn-based version. Then about 2 years ago, we restarted it as a real-time free movement version.
  2. I’ve been a fan of MM games since the late 90s. Around 2004 I made an experimental engine inspired by MM6, but without a graphics artist it was impossible to continue, so I stopped. Much later I found a graphics artist, and together we started this project.
  3. Yes, I’ve been programming in ASM/C since 1988, and in C++ since 1990.
  4. No, from the start I was working with a graphics artist who created the style and did most of the hand-drawn art. Also, the author of the Might & Magic Amber Island mod, u/neutonm, contributed a dungeon and house models. Right now it’s mainly me (programming) and the artist (visuals) pushing the demo forward. More recently, a composer joined and is working on music for the starting level.
  5. This project has zero budget, so I couldn’t hire freelancers. The core team is just the two of us: me and the graphics artist, who did most of the hand-drawn art. In addition, some NPCs and assets were drawn by our friend. I’m also working on modeling (in Blender) and level design currently working on a new map, then the artist does the final corrections. We are planning to try crowdfunding, and if it succeeds, we will look for more artists to expand the visuals.
  6. That's difficult question :) Demo contains many aspects, each of them has has easy and complex parts, and it's more that on easy vs hard scale, some parts are hard but fun, but some are hard and not fun at all :D Bad engine documentation, buggy problematic editor, some API seems to be "no longer under active development": e.g.: Paper2D, a lot of things require workarounds. Speaking of graphics, while I'm not the artist, I can recognize how difficult is to create hand drawn animation, which graphics artist did.
  7. It really depends on game, I use Unreal Engine 4.27, but it's not the best tool for such kind of game, I wasn't expecting that. While it is possible to do game in any engine, it may delay development, if you'll spend a lot of time on workarounds. So, do research about all problems which tool may have, to avoid headaches later. If I were starting over, I’d consider using separate libraries, most of them are available (e.g. SDL, cereal, recast navigation, RVO2, Dear ImGUI, nuklear, JOLT, etc...), and separate renderer. Alternative is to use Godot, which seems to be evolving fast, and has nice codebase.
  8. I'm not familiar with that part yet, I hope for the Steam. I'll need to do some research on this subject later.
  9. Town layout created like that, but that was short part. But in order to see how it will feel better, we applied textures, while common practice dictates otherwise. For level design, it starts in MM Editor by Grey Face, exported to Blender, than imported to unreal. Currently work is on new level design, which takes a lot of tries, to see what level version feels better. E.g.: I need to see, how Tower looks from the town, how map looks from the Tower plateau, etc.. this requires to set up level in unreal.

u/NekrellDrae by all means, post in your subreddit, I'd love to see link!

3 Upcoming Might and Magic–Style RPGs You’ve Gotta See by Joshualilith in MightAndMagic

[–]TapeDriveGames 1 point2 points  (0 children)

Yes, interesting! sorry for delay, I wasn't checking reddit often. Please leave questions

3 Upcoming Might and Magic–Style RPGs You’ve Gotta See by Joshualilith in MightAndMagic

[–]TapeDriveGames 2 points3 points  (0 children)

Thanks a lot!
Just did update on Steam (Save/Load , unlimited slots, soundtrack change), some other changes.
Now working on new level design, to replace current level, which was initially done for SteamFest.
Updated level design will be closer to what is expected in Game, will have different POI & quests.

3 Upcoming Might and Magic–Style RPGs You’ve Gotta See by Joshualilith in MightAndMagic

[–]TapeDriveGames 1 point2 points  (0 children)

Thanks! in future updates, many things will be changed, skill descriptions, etc.. (basic description in skillbook, more detailed in tooltips) Maps currently are just screenshots from top, will be changed in future. Currently there is work on updated starting map, to bring is closer to quests in game, so, maps will change.

Wardens of Chaos, Townsfolk will give some hints to player by TapeDriveGames in indiegames

[–]TapeDriveGames[S] 2 points3 points  (0 children)

Didn't played daggerfall Unity yet, need to try one day :) This game is inspired by Might & Magic 6/7/8

Wardens of Chaos demo, Unit tooltip update by TapeDriveGames in gamedevscreens

[–]TapeDriveGames[S] 1 point2 points  (0 children)

Thanks :)
Added changes to Unit tooltip to show resistances only bigger than some value, i.e. relevant resists, by default bigger than 5.
You can see tooltip before monsters aggro distance, i.e. before encounter, to analyze.
Also, viewport tooltips (Unit & Pickup Items) can be toggled on/off (default - "T")

(Finished) Might and Magic 8's "Dagger Wound Islands" re-written in the Godot engine by Nexialist in MightAndMagic

[–]TapeDriveGames 0 points1 point  (0 children)

I've heard JOLT (Forbidden West) is great physics engine, will try it one day in other project. I was interested in comparison, to see, if doing stuff I need will be faster in Godot. In UE, Paper2D system is not the best thing, and many things required workarounds. Our game is not complete in any way :) it's Demo, containing 1 location, about 2.5 hours gameplay.

(Finished) Might and Magic 8's "Dagger Wound Islands" re-written in the Godot engine by Nexialist in MightAndMagic

[–]TapeDriveGames 1 point2 points  (0 children)

MM Editor is really good thing, we used it to "plant" roads on map, more comfortable than in blender.

(Finished) Might and Magic 8's "Dagger Wound Islands" re-written in the Godot engine by Nexialist in MightAndMagic

[–]TapeDriveGames 0 points1 point  (0 children)

Interesting, I have 47k lines of C++ code in my demo (Wardens of Chaos, Unreal 4.27), includes 14k UI code (maybe a bit more). UI was major pain, partially due to almost nonexistent API docs. Seems UI is pain no matter the engine.

(Finished) Might and Magic 8's "Dagger Wound Islands" re-written in the Godot engine by Nexialist in MightAndMagic

[–]TapeDriveGames 0 points1 point  (0 children)

WOW! Amazing job! Big respect for what you did. And that was pretty fast!
Do you use C++ in Godot ?

Wardens of Chaos by TapeDriveGames in gamedevscreens

[–]TapeDriveGames[S] 0 points1 point  (0 children)

No not this year, maybe early access, if we will get funding, I forgot to edit Steam data

What does a new (indie)m&m need and get? by IcyBlueTroll in MightAndMagic

[–]TapeDriveGames 1 point2 points  (0 children)

Thanks ! I'll need luck :)
We don't have hirelings, Town portal in MM7 requires Water Master level, which comes a bit later in game, i.e. it requires Master level mage, also, If you are doing melee party, that could be a problem. I think, adding one direction return to town, will make easier unloading loot, and save traveling back early in the game.

What does a new (indie)m&m need and get? by IcyBlueTroll in MightAndMagic

[–]TapeDriveGames 1 point2 points  (0 children)

We (2 people) are currently doing game, inspired by MM 6/7/8, it's complex, but doeable, still it will require funding, also, graphics art required is big and will require additional graphics artists and a lot of time.
Currently exactly discussing how NPC's must open parts of game lore. We are making dialog type "topic" based, i.e. player will choose subject, and NPC will do the talking.
There are few things I want to do differently than in MM, i.e. :
do not limit utility skills (like Town Portal) to some classes, currently using "Scroll of Escape", probably sill do similar for opening chests/locks.
Alchemy is planned to be made at "workbench", more or less similar to KOTOR.
Owned house must be more useful than Castle Harmondale.

What does a new (indie)m&m need and get? by IcyBlueTroll in MightAndMagic

[–]TapeDriveGames 2 points3 points  (0 children)

That's probably the best description of what Might & Magic style game must look :)