Whalenought Studios, the indie developer responsible for last year’s breakout CRPG Serpent in the Staglands, has just revealed the first real gameplay trailer for their next game, Copper Dreams.
Dumped onto the island world of Calitana, you are one of hundreds drafted to ease the overcrowding that is rapidly miring the citizens of Earth in famine, violence and poverty. Once a beacon of hope, the isolated Calitana quickly devolved from lustrous to disastrous, unable to support its settlers, and overrun with unbridled corruption and lawless syndicates.
From waterways to rooftops, adaptability on the island means scaling the city heights, be it to avoid syndicate eyes or to explore the depths and secrets within. An isometric, fully 3d world allows for vertical freedom and movement. Traverse through districts by vaulting through windows, grappling hook to decks above, or jumping building to building. There's no way off Calitana, but there are a myriad of ways through it.
Engage enemies in strategic, turn-based combat with time-based resolution. Execution time for a turn's actions adds an extra tactical element, and gauging when to attack, hide, intercept or engage in a full-party assault can turn the tide of battle in your favor.
The means to survival not only rests in strategic planning, but the tools and training at your disposal. A variety of ammunition and weapons carry different strengths for different situations, and skills like engineering and chemistry widen your range of tactics in combat.
The best way to engage an enemy is on your own terms. Realtime shadows, sounds, and enemy vision are dangers and aides as you grapple to get the upper hand in encounters in a city that is suspicious at best and hostile at worst.
Learn to manipulate the electric grid, shoot out lights and cameras, and re-program patrols to control your environment. If an enemy can't see you, they can't put a bullet in you, saving precious healing resources to tape yourself up and avoiding critical ailments that require your precious time and money for clinics.
Stagger the odds in your favor with good hardware. A torso shell to house the brain, a chainsaw arm, built in wrist recoil, cloaking rigs, and mobile eyes are among the specialties of the cybernetics artists in Calitana, where food is scarce but copper is cheap.
Construct your party with cybernetic enhancements, synergizing with skills and items, to create unique builds for your team.
Giving you access to a vast amount of tools and technology to affect the world around you gives life to new gameplay scenarios you control. Keep item GUI on screen, such as scanners and terminals, as you survey your surroundings and fill your bags with weapons and goods that you pick up throughout the city.
Quote:
Kickstarter and demo information coming soon.
Sounds promising. Knowing the devs, it should be 100% old-school in every possible way and in a literal sense (including the style/visuals). It seems that they have dropped pixels in favor of 3D this time around *it's something*
The premise of this sounds so awesome.. but it just looks so...
Haha agreed, I think it would have made more sense to stick with the trusty pixels (only improved) since there seem to be quite some problems with 3D in the video (in a not-emulated-PS1-kind-of-way). Those features though make me all giggidy, a man can only hope
We wanted to give a brief demonstration on how the combat will work for Copper Dreams.
A couple of pointers from the video:
The falling over animation is placeholder and will be replaced with a variety of different hit animations that will delay you in the combat bar.
The shootout takes a while because a lot of the combat modifiers and stats haven't been properly implemented yet, so a surprise attack like that will be more deadly in the full game.
The premise of this sounds so awesome.. but it just looks so...
like what ... this thing Abomination: The Nemesis Project
OMG I had such a hate - love feeling torwards Abomination. If it only had been turned based...
Still awesome OST.
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They are developing a new engine for Staglands and they will release a free expansion along with it. So from what I understand the original campaign will be playable in the new engine, with savegame compatibility, too.
They are developing a new engine for Staglands and they will release a free expansion along with it. So from what I understand the original campaign will be playable in the new engine, with savegame compatibility, too.
That sounds awesome, I didn't know that :O
Couldn't finish Staglands because the engine felt very clunky at times (I like the retro feel, but that was a bit too much), the game itself was solid though.
There's a meaty update with lots of new infos
There will also be an alpha-ish somewhere in the next months. The development is slow because the company is made of only two people (they're married)
Eh, that looks rather shitty TBH.
Graphics look like Silent Storm with an added cartoon effect.
Also could just be the gameplay, but the combat system seems so very strange - like a mix of realtime and turnbased.
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Last month we finalized a 3d art style we’ve been tinkering with for awhile. As we’re more comfortable with traditional 2d, we’ve always been looking for a way of making 3d more comfortable to work with. Making everything sketchy is just a treat to design.
This style allows us to abstract a lot of gameplay elements that would otherwise be hard to make look realistic. We’re preparing a wonderful week of news for Copper Dreams: turn-based motorcycle action, more tentacle arms, and new rolling with Search skill!
Last month we finalized a 3d art style we’ve been tinkering with for awhile. As we’re more comfortable with traditional 2d, we’ve always been looking for a way of making 3d more comfortable to work with. Making everything sketchy is just a treat to design.
This style allows us to abstract a lot of gameplay elements that would otherwise be hard to make look realistic. We’re preparing a wonderful week of news for Copper Dreams: turn-based motorcycle action, more tentacle arms, and new rolling with Search skill!
Yeah, I'm not a big fan of the new full-cartoony look either to be honest. The original pitch definitely needed to be improved but the realistic(ish) approach was the right one for the theme in my opinion, this is a pretty big change. Next update they'll probably go with stick figures
Last month we finalized a 3d art style we’ve been tinkering with for awhile. As we’re more comfortable with traditional 2d, we’ve always been looking for a way of making 3d more comfortable to work with. Making everything sketchy is just a treat to design.
This style allows us to abstract a lot of gameplay elements that would otherwise be hard to make look realistic. We’re preparing a wonderful week of news for Copper Dreams: turn-based motorcycle action, more tentacle arms, and new rolling with Search skill!
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