Well, let's see how this turns out.
But i don't think it's a good idea for some new devs to also include a multiplayer mode. They should focus on the singleplayer. I'm all in for multiplayer modes, but i fear both modes will be crippled.
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FFS,drop the tacked-on multiplayer and focus on SP
You take the words out of my mouth.
sar·casm | \ ˈsär-ˌka-zəm \
1: a sharp and often satirical or ironic utterance designed to cut or give pain
2a: a mode of satirical wit depending for its effect on bitter, caustic, and often ironic language that is usually directed against an individual
b: the use or language of sarcasm
A bold move for their first game, let's see how it plays out. The screens surely are promising (better than the recent, terrible A2P protocol xD) but it's really too early to tell.
Definitely +1 BettyShikle, having multiplayer is an obstacle even for AAA games, let alone for budget projects like this (where the user base will be dead after one afternoon)
Will there be a singleplayer campaign?
While the focus of the game is definitely on multiplayer, a singleplayer campaign is something we also really want to make in case we receive sufficient funds to make it. Since it´s basically almost like creating a whole new game, the funding will have to be way above what we need for „just“ the multiplayer part. Should it come to us being able to produce the SP campaign, we are considering adding a tactical pause feature to it (and also a lot of other cool stuff).
So is this like Wasteland-2, Fallout-1, Fallout-2, etc.?
No. While those amazing games doubtlessly have inspired us a lot, they are turnbased RPGs with a lot of story, exploration, dialogue trees, etc.. They are classic RPGs, and we love them for being what they are.
Dustwind however is much closer to Fallout Tactics played online and in realtime mode, than it is to Fallout-2. For example, we also don´t have a Charisma stat at all. It doesn´t mean you won´t be able to talk to characters in the singleplayer campaign just for the atmosphere and SOME story, but the game is really much more about tactical fighting against other players (or against an AI in cooperative mode), than it is about exploration, story, etc..
So comparing Dustwind to Wasteland-2 or Fallout-1/2 is like comparing apples to oranges, despite all the influences and stylistic similarities. It is just an entirely different gameplay experience and focus.
Why the fuck would an indie company try to make a multiplayer game instead of a nice singleplayer one?
Like mentionend by Ixi, the MP will probably die after a few days.
While the focus of the game is definitely on multiplayer,/quote]
This reminds me of something, hmm, what could this be?
Oh right:
The Descent Underground kickstarter as well, 'focus on multiplayer' with SP as a stretch goal why even bother with the Descent IP? Sadly they made 1K over their target
Shiiiiiiiiiiiiiiiiieeeeeeeeeeeeeeet!!!
Well all the hype gone. Maybe for good. The SP will probably be crap anyway.
sar·casm | \ ˈsär-ˌka-zəm \
1: a sharp and often satirical or ironic utterance designed to cut or give pain
2a: a mode of satirical wit depending for its effect on bitter, caustic, and often ironic language that is usually directed against an individual
b: the use or language of sarcasm
First of all, thanks to HiddenX for posting - getting the word out about us existing helps us a LOT. Also thanks for the compliments on the graphics!
Anyway, since there seem to be some confusion as to what we are making exactly, please allow me to clarify some points:
- If Dustwind was labled as a classic RPG somewhere, I am sorry about that, because we ourselves lable it as an MP realtime TRPG (= TACTICAL RPG). Misslabling is most likely to happen because it is really hard to classify properly, and journalists don´t have much time. In fact, I am glad and thankful that they took their valuable time to write about us in the first place. And Dustwind is hard to classify because it is also not just a TRPG, but kind of an unusual combination of ideas/features. It doesn´t fit an existing pattern exactly.
Yes, it is obviously inspired by the original Fallouts, but gameplay-wise it will be more like Fallout Tactics, when played online, and in real time.
- I see many of you asking WHY we have made those decisions?
The reason for that is that we ourselves have been playing (and modding) FoT for a loooong time. We had started playing FoT on GSA, back in the good old days, and fell in love with it.
FoT did have a multiplayer mode, and a RT mode - but both were not the focus of the game. The game´s focus was clearly on the SP campaign, and on TB. So the whole realtime stuff in FoT was kind of new to us, and since it wasn´t the game´s focus, it was also not very polished. But we tried it and liked it, and played it ever since anyway.
The reason why playing FoT the way we did was not very popular was because the official support for FOT was discontinued after the patch 1.27, and playing it online required a LOT of effort - just to make new maps, to get them working, to unclog everyone´s routers (for D-Play to work), and so on and so forth. Long story short, you had to really waste a lot of time to just be able to play, at all. Especially inorder for the Coop maps we made to work. You couldn´t connect by IP and expect a coop map to work - you had to connect through D-Play, otherwise it went out of synch. Because again, a discontinued support. The fact we could make Coop maps at all and they worked SOMEHOW with the system was a wonder.
Also, agian, the system was never optimized for neither realtime, nor multiplayer, so it was far not as good as it could have been.
But we had two very good things - a sense ofcommunity, and the ability to make new maps ourselves. User-generated content is VERY important, in our oppinion. So that kept us going and playing FoT for about 15 years now. Today anyone barely plays FoT online. The game IS gold, but it is unfortunately too old and broken (at least in online realtime mode)…
So we decided to make a successor - not just to Fallout Tactics, but to the way we played it. A sequel without all the issues that plagued us these years. We decided to take the core of the experience we had, and to make a polished version of it, with a easier to use map editor, a combat- and character system optimized for realtime, and so on and so forth.
As for the singleplayer campaign - yes, we would LOVE to make one actually, but we will either have the funds and thus the ability to make a GOOD SP campaign, or won´t make one at all. The focus is still on the multiplayer experience, and on the ability of every player to make their own maps, and thus their own experiences which can be shared with everyone else playing.
So who is this game for? Is it for you? Maybe, or maybe not. We respect everyone´s personal oppinion and decision on that matter, because nothing can ever be good for everyone, and that´s fine. Some folks are going to like it, some are not. If you think it might be worth a try for you - stay tuned, we´ll be happy to meet you ingame sometime! And if not - maybe you have some friends who might like the idea and would be interested in this concept - which IS kind of hard to market to be honest, since we don´t have one defined, already-existing group that is "THE" target audience. The target audience is really mixed, and spread all across the board.
If you guys still have any questions and I ain´t in the forum for a long time, you can drop an email to info@dustwind.com, I´ll try to answer ASAP.
The SP campaign is a BIT derp. There needs to be a difficulty slider. Your health regens slowly, I have $5k, probably 1500 rounds of ammo for all my weapons, 16 grenades and 60 medkits. Weapons/armor don't deteriorate.
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