This week we’ve been busy with making this video of Driftmoon. Tell us what you think!
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on Monday, October 12th, 2009 at 7:15 pm.
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its awesome this very much reminds on notrium,(i passed notrium several times and its still very exciting)
the only thing i dont like about this game is that menu screen whan u talk( on 0:40), it takes half of the screen.. it would be beter that it is on the bottom of the screen.
The viewpoint is definitely similar to Notrium, though the game mechanics and the controls have more in common with other RPG games than Notrium, which was almost purely action based.
The dialogue screen does take quite a lot of space on a small screen, but it will be smaller for most players running it in larger resolutions. The video was taken in a very small resolution so that the texts are more visible.
Great news! Seems it will be released before f*cking Crimsonland 2. A’d like to see more meat, blood and violence inside Driftmoon :] or some shooting weapons / guns (rocks like in Notrium) that let players feel them like a hunters – not a survivor. Also it would be great if resourses will be are open source – so people could localize / translate it. Good luck with your game! :~] p.s: the main menu is beautiful! p.p.s: sorry for my English.
I was just thinking “Y kno what would be awesome? If it ended in one of those quotes you thought up yesterday… whoa.” Well, what do you know, Im psychic
Only thing I think is not so good is the attack animation, it looks as if the player wants to point at something that’s behind the enemy. I think it would be better if he made more of a left to right (right to left, whatever you want) sweeping motion, or a stab but then more to the middle. I hope you can use my comment.
An excellent point! I’ll have to put in more attack animations as well, as the attack does look a bit monotonous. Maybe I’ll throw in a sort of attack stance animation that makes the player look more like attacking even if not directly swinging the weapon.
I would like, however, that you vill *please* ignore this coment mady by $LEp()y: “[...]A’d like to see more meat, blood and violence inside Driftmoon :][...]” I dislike the idea. Somehow “blood” disrupts the fantasy world feeling… Which is essential in an RPG like this one.
I agree that the game should not be too bloody. This is not a full blown action game like Crimsonland, it’s more like the RPG games of old like Baldur’s Gate or the Ultima series. Having said that, there will be some blood just to show that you did hit someone with your weapon. It’s there for visual feedback, not for bathing in.
The system requirements are pretty low. I think a 1600 MHz CPU, with 512MB of memory and pretty much any 3D card will run the game at an almost playable framerate. I haven’t optimized the code too much, so I don’t really know the requirements before that. I may add some optional shader effects later on, but at the moment the game uses none of them. Oh, and Windows XP is the minimum requirement.
My computer (bought this year at a very low price) is getting around 1300 fps in most of the more open areas.
Incredible. I especially love the part where you move the barrel – I love physics!
Ya know what would be awesome? If there was a ballista you had to load by mouse – e.g picking up the bolt, dragging the bolt back and then clicking the winch to release the bolt – flying into a bunch of enemy dudes, or just for fun.
It makes the game feel so much more in depth… Kinda like how GTA : China Town Wars made simple interactions with the pen thingy, and it was highly praised for being interactible.
This game look’s great! I can’t wait to see it finished.
It looks great, My fingers are itching of excitment! Keep up the good work.
its awesome
this very much reminds on notrium,(i passed notrium several times and its still very exciting)
the only thing i dont like about this game is that menu screen whan u talk( on 0:40), it takes half of the screen..
it would be beter that it is on the bottom of the screen.
Thank you everyone!
The viewpoint is definitely similar to Notrium, though the game mechanics and the controls have more in common with other RPG games than Notrium, which was almost purely action based.
The dialogue screen does take quite a lot of space on a small screen, but it will be smaller for most players running it in larger resolutions. The video was taken in a very small resolution so that the texts are more visible.
Great news!
Seems it will be released before f*cking Crimsonland 2.
A’d like to see more meat, blood and violence inside Driftmoon :] or some shooting weapons / guns (rocks like in Notrium) that let players feel them like a hunters – not a survivor. Also it would be great if resourses will be are open source – so people could localize / translate it.
Good luck with your game! :~]
p.s: the main menu is beautiful!
p.p.s: sorry for my English.
The video didn’t show it, but there are bows and crossbows in the game.
OMG looks fantastic. great storyline and fantastic gameplay
It really is awesome!
Can you attack with the torch and set things to fire?
Not as far as I know. It’s mostly useful for the light. But I can see how it might be a cool feature.
I was just thinking “Y kno what would be awesome? If it ended in one of those quotes you thought up yesterday… whoa.” Well, what do you know, Im psychic
Looks absolutely awesome, too.
Wow, this looks really cool, great job
Only thing I think is not so good is the attack animation, it looks as if the player wants to point at something that’s behind the enemy. I think it would be better if he made more of a left to right (right to left, whatever you want) sweeping motion, or a stab but then more to the middle.
I hope you can use my comment.
Keep up the good work
Beautiful game, but I agree with the last replier. Attacks have to be a little more fluid and seem too slow.
An excellent point! I’ll have to put in more attack animations as well, as the attack does look a bit monotonous. Maybe I’ll throw in a sort of attack stance animation that makes the player look more like attacking even if not directly swinging the weapon.
Looks great! So, eh, what kind of system requirements are we looking at, at the moment?
EXELLENT ville! I can not say anything else
I would like, however, that you vill *please* ignore this coment mady by $LEp()y:
“[...]A’d like to see more meat, blood and violence inside Driftmoon :][...]”
I dislike the idea. Somehow “blood” disrupts the fantasy world feeling… Which is essential in an RPG like this one.
Anyways, Driftmoon looks exellent by now
I agree that the game should not be too bloody. This is not a full blown action game like Crimsonland, it’s more like the RPG games of old like Baldur’s Gate or the Ultima series. Having said that, there will be some blood just to show that you did hit someone with your weapon. It’s there for visual feedback, not for bathing in.
The system requirements are pretty low. I think a 1600 MHz CPU, with 512MB of memory and pretty much any 3D card will run the game at an almost playable framerate. I haven’t optimized the code too much, so I don’t really know the requirements before that. I may add some optional shader effects later on, but at the moment the game uses none of them. Oh, and Windows XP is the minimum requirement.
My computer (bought this year at a very low price) is getting around 1300 fps in most of the more open areas.
Incredible.
I especially love the part where you move the barrel – I love physics!
Ya know what would be awesome?
If there was a ballista you had to load by mouse – e.g picking up the bolt, dragging the bolt back and then clicking the winch to release the bolt – flying into a bunch of enemy dudes, or just for fun.
It makes the game feel so much more in depth…
Kinda like how GTA : China Town Wars made simple interactions with the pen thingy, and it was highly praised for being interactible.
Nice project, but the shadow and light of the rotating thing at the beginning…