Eschalon Book II Beta Testers Wanted !

Today Basilisk Games the developers of the cRPG Eschalon: Book I which I’ve interviewed a few months ago, are now accepting beta testers for their upcoming game Eschalon: Book II.

If you want to apply for the Beta testing please read the “Beta Intro” first.
If you are still want to beta test the game, fill this form and remember :

We’re looking for Windows, Macintosh and Linux testers, but we will start with the Windows people. If you want to test the Macintosh or Linux version please submit an application now but remember it will be a couple extra weeks before we start with the other versions.

Basilisk Games
Eschalon: Book I
Eschalon: Book II
LGN Interview With Thomas From Basilisk Games
Beta Intro
Beta Tester Application

Poster: Maxim Bardin. Category: Uncategorized. Tags: , , , ,
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6 March

Venetica's GNU/Linux and MacOS Ports

Several months ago I’ve posted about the cRPG in developments called Venetica.
The company behind this game – Deck13, made many games which where ported to GNU/Linux and MacOS (by Runesoft) and I wrongly assumed that Venetica will have the same fate.
Despite using the FOSS cross platform Ogre3D engine like they did with their older games, they managed to make the port to GNU/Linux and MacOS very costly.
Apart from Ogre3D they used DirectX (to make the Xbox port) ,FMOD, PathEngine and Scaleform.
While DirectX could be replaced by OpenGL (for the sake of the other ports) the price to license the other middleware  (FMOD, PathEngine and Scaleform) is very high, specifically – each tool needs to be re-licensed for each platform separately (those tools do support GNU/Linux, MacOS and other platforms).
So in other words a MacOS port won’t dramatically reduce the cost of  the GNU/Linux port.

RuneSoft – the MacOS porters of Deck’s13 older games refused to port Venetica to MacOS due to the high licensing costs of the middleware.
Deck13 said that in order to justify a GNU/Linux port, they need at least 15k GNU/Linux units sold – which makes the port highly unlikely.

We can make a petition for it, or try the preorders method that worked with their older games like Jack Keane – but I still doubt that we’ll reach 15k.

Nonetheless Deck13 are still discussing with their publishers about porting Venetica to GNU/Linux and MacOS.
Although the chances are slim, it’s still possible.

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31 January

Afterfall Universe – Rascal (draft title)

About 1-2 years ago Nicolas Intoxicate started their development on a deep post apocalyptic cRPG game then called Afterfall.
They where using the magnificent cross platform Unigine game engine.
But they had many problems in creating their planned game, their website went down and things got uncertain if the game will ever be made.

At July 2009 there where some updates regarding Afterfall :

“The Poles of Game Corner report that Afterfall is still alive. According to Thomas Majki, President of Nicolas Games, the scale of the game became even greater, as it’s not just a single game now, it’s an entire universe created for several products. With its website taken over by cybersquatters. ”

“Project that is codenamed Afterfall: Rascal will be released IV quarter 2009/ I quarter 2010
It will be the first game in Afterfall universe, with next 2 games in 2 years. Only thing known about it is that it will be PC/X360/PS3 and will be presented officialy at Game connection Lyon this year.”

Source 1 , Source 2

This month things got clearer and brighter, Afterfall’s new website is up and being updated frequently, Nicolas Intoxicate will demonstrate a demo of their game at the “Game Connection Lyon 09” conference and the release date is becoming much more visible.

Recently I got an email from Unigine newsletter :
“Afterfall game at Game Connection Lyon 09
Nicolas Intoxicate, a Polish developer, will demonstrate the
Unigine-based “Afterfall” game at Game Connection 2009 (Lyon, France):

Afterfall is a computer game set in Central Europe destroyed in the
course of a nuclear war. It is a post-apocalyptic computer role-playing
game (cRPG) that introduces you into a story of a search for identity.”

I’ve also emailed “Nicolas Intoxicate” about the possibility of the GNU/Linux client they promised for Afterfall long time ago :
“A few years back we talked and you said there will be a GNU/Linux client for Afterfall, but time has passed and many things changed.
I would like to know if you are still planing on making a native GNU/Linux client for RASCAL and the other Afterfall universe games ?
If that’s still true, when are you planing on releasing your first game RASCAL ?”

And they replied :


In fact we have planned to support Linux with Afterfall today however is too early to give definite answer. We will keep you informed.”

So cross your fingers.

Nicolas Intoxicate briefly explained their long “inactivity” :

“So we are back…..

It’s been a while since we stopped our devblog and now right before Games Connection in Lyon we are back. To give you a brief background of what has happened over last 9 months quick calendar:

January 2009
I stared to review once more the whole Afterfll concept. It appears even the vertical slice is at this moment not for us. So having all the assets ready I asked the team what shell we do now. One, two, three games? There was an ultimate answer we will split the game into Episodes. I said fine with me I love Star Wars. Story competitions etc.

February 2009
All concepts were really excellent multistories and fantastic ideas. So we have decided to start with … Rascal. There was couple reasons behind this idea – firstly I was afraid we wont be able to complete the task in terms of quality, secondly Unigine was not ready at that stage for such a complex game, thirdly and in my opinion most importantly Polish fans knew Afterfall Universe – but spending fortune on the game we had to sell it worldwide and we needed something to introduce gamers to this world so special for us Poles but completely unknown for others.

March 2009
So the story begins again – first design stories etc, and assets creation and tools for our Unigne. To be honest it was hard start. Specially that team started to fall apart. But as usually in this kind of situations we were strong and dedicated to what we are doing

April 2009 –September 2009
Design/ creations closing the project down opening again to make long story short we are ready to fight, ready to present in Lyon the first Afterfall Universe playable (maybe not 100% J) code. And I really believe the game is going to be really good.

October 2009
The only asset we are missing is time – we know what to do/ how to do but we need more time … aha and more FPS J. Having serious problems with AI we decided to use what is the best Kynapse but will it work with Unigine?? Zajc hopes it will
I can write a whole book about making game in so difficult circumstances but you may imagine what can we do if everything would be perfect financing coding team and we would have time.
Graphically presentation level is close to the end it really need 4 weeks for completion. But… as always it appears that Unigine does not like Kynapse and we had to force them to communicate and its not easy. Moreover we are suffering lack of programmers. Kasia had an unexpected meeting with the car on the road and we have lost her for this phase of development so we have no ANIMATIONS.

November 2009
Animation problem seems to be solved. Collisions are not working in Kynapse but its going better and better. I really do believe THIS TEAM can do everything. Its so close to our presentation … you can see where we are….

F…. – again animations are problem …… we all became animators…”

To sum this up, Afterfall won’t be the promised game – but in fact several games based on this port apocalyptic universe the first on which will be called Rascal which is going to be a 3rd person survival horror game !
Will they fulfill all their promises in Afterfall Universe ? only time will tell…

Afterfall Universe
Afterfall is not only a few games placed in a post-apocalyptic world. It is a huge project, in which we have put our hearts and effort. For many years we have worked on a universe that will be bigger, better, and more interesting than any game-world ever before. Now we can freely say “We have done it”, and we want to show you the results in several different projects. The most important of them will be Afterfall cRPG (and by RPG we mean Role-playing game, not a game with RPG-elements only) and its sequel. Apart from that, we are planning to develop many games (and maybe not only games) representing various genres. One of them is RASCAL, a survival horror which will introduce you to our amazing Universe. Universe, where the only limit is your imagination.

Year 1945. A modified German v2 missile, carrying a Nazi atomic bomb on board, strikes in the Soviet troops moving from the east towards Berlin. Losing many of the troops and seeing the power of a new weapon, the Soviets got tricked into the bluff and for fear of next attacks they decide to retreat beyond Vistula line. When the USA and USSR attain their own nuclear weapon, a three-sided Cold War and an armaments race begin. Over a half a century later, in the year 2012, the world is on nuclear fire of the final war. However, few people have predicted tragedy and survived in the bomb-shelters, caves and deep mines. They have escaped covers and tried to lead an ordinary life. Howewer, live after apocalypse never will be the same.

Imagine world, where you need to be strong, determined and lucky to survive. Imagine huge areas,from wild and unaccesable ice desert near to Moscow on the east, to the burned rest of old Nazi empire on the west. Imagine amazing and dangerous places – mountain paths, buried cities, radioactive swamps, secret underground labs, dead bomb-shelters, mutant’s camps and many, many more. More, then you ever seen in any game, movie or book.

Imagine world, where you could live now. Where you would ask every day only one question.
What will be after?
Who knows…

Rascal(working title)
RASCAL, is a survival horror in the third-person mode, which will introduce you into our universe – the world destroyed by the nuclear war, where nuclear holocaust and the longstanding contamination forces the group of random people to spend the rest of their lives in a cramped bomb-shelter. You are a psychiatrist who has the task of helping people suffering from the confinement and loss of everything and everybody they left on the earth’s surface. When, due to an accident, one of the bomb-shelter’s levels is contaminated by a dangerous psychoactive substance, you are impelled to struggle for existence with close, until recently, relatives such as your family, shelter-mates possessed by madness as well as your ever-growing insanity. Soon you will experience how your ordinary life become into a mad nightmare…

The action taking place in claustrophobic, dim and hostile locations, accompanying by music creating unique climate – from the big bomb-shelter’s to the deserted and dead surface. If you are expecting a huge dose of adrenaline, psychosis and nightmares – Rascal won’t disappoint you. Unigine(TM) engine guarantee a great graphics, dynamic physics and lights, and a lot of special effects that you never see before. Last, but not least our system of Quick Time Events with adaptation interface gives you full control in many different situations on your way – from short self-cutscenes and mini-games to the exciting movie-like hand-to-hand combat.

And remember, that is only beginning…


Afterfall Universe
Development Blog

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8 December

DeathSpank Comical cRPG Adventure

Hothead Games the developers of the Penny Arcade Adventures series for GNU/Linux, Mac and Windows are working on a new cRPG adventure game names DeathSpank.

While a GNU/Linux client is still unconfirmed I’m sure it will be done like with their previous games.

DeathSpank is a funny and comical combination between The Monkey Island and Diablo.

From preview :

“When Gilbert takes the controls for our tour, he starts by talking about the game’s story, but it’s hard for me to focus for the first few moments. I’m distracted by the game’s art style, which is equal parts British children’s show and fantasy novel watercolor, presented from an angle that makes it look like you are perpetually on the side of a small hill. He says they devised this “forced rolling perspective” to make the world feel intimate, and it works in conjunction with art designed to look 2D in a 3D space, and limited left/right camera control to preserve the view. DeathSpank’s world is flat, but it looks like a giant pop-up map wrapped around a horizontal tree trunk, where you control an ant-sized DeathSpank as you crawl around it…using outhouses as a teleportation subway system.”

“But now I’m playing cut and paste with Gilbert’s demonstration, because in-between the adventure game detailed above, there’s an action-RPG where you spend time killing enemies like orcs and chickens, leveling-up, and collecting loot. The design goals for this half of the game seem centered around two concepts: making sure the combat requires strategy, and offering enough items so everyone who plays can customize their character as they choose.

The base mechanics work very simply — you have direct control over your character, with a mix of melee and ranged attacks, and can lock-on if you want to attack someone specific. And as you kill enemies and complete quests, you earn XP to level up, which increases your health and strength, and allows access to certain level-locked weapons and pieces of armor.

Combat relies pretty heavily on what the game calls “abilities,” which, should you be playing the game on a control pad, you can assign as you wish to any of the face buttons. These include the ability to put larger enemies to sleep temporarily while you fight their friends, or the ability to send the Flock of Chickens towards enemies as a low-damage, high-range attack (the latter you earn by killing “something like 100″ chickens while playing).

Kill other enemies, and they may drop more significant loot — helmets and pieces of body armor with varying stats for things like strength and fire protection, weapons that give you different types of attacks, etc. Gilbert says there will be over 100 pieces of armor, and over 100 different weapons you can track down if you spend enough time with the game, some of which you’ll get from enemies, and some of which you’ll find randomly places in barrels or treasure chests. When you visit Pirate Village, you’ll even be able to don a pirate hat, shoulder pads, chest plate, and twin parrots to get into character. The game also has a potion system, so either through purchase or gathering and combining items, you can boost things like your health, foot speed, anger, or the damage you cause to enemies.”

About The Game
Charming. Intelligent. Enigmatic. These are just a few words that nobody ever uses when describing DeathSpank. He doesn’t shoot first and ask questions later. He doesn’t even realize there are questions.

Described by top scientists as Monkey Island meets Diablo, DeathSpank’s gameplay is divided between uncovering the epic story via conversations, solving complex puzzles, equipping your character to maximize his dispensing of justice, not to mention his charming good looks, plus battling just about anything that moves. As DeathSpank vanquishes evil and heroes the downtrodden, he will collect loot, level up, collect loot, acquire new abilities and of course, collect loot.

DeathSpank features witty dialog, improbable scenarios, unexpected villains, and a robust collecting system for weapons, armor, items, and abilities. The action is easily accessible for short bursts of unsupervised fun, but the story is revealed over 15+ hours of gameplay. In addition, you can choose to search out rare items and tackle DeathSpank’s many side quests.


  • Massive seamless world with no load screens!
  • Hundreds of pieces of Armor!
  • Hundreds of weapons!
  • A real story…not a crappy video game story!
  • Mind numbing – yet completely fair – adventure game puzzles!
    A mysterious thing called The Artifact!
  • A beautifully hand crafted Quest Log to keep track of Important and Unimportant things to do!
  • Stuff that blows up!
  • Stuff that doesn’t blow up!
  • The most interesting and eccentric cast you’ve ever seen!








Game Website
Developers Website

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27 September

Interview With Thomas From Basilisk Games

Thomas the founder of Basilisk Games and the creator of the Eschalon series has agreed for an interview about Book2 which I wrote about before.

1. Hello Thomas , can you tell us about yourself and your company Basilisk Games ?
How many people are working on Book 2 ?

Basilisk Games was founded in 2005 and we released our first game in 2007. I am the founder of the company and the lead developer on the Eschalon series.

It is very hard to give an exact number of people working on Book 2. I work on it full-time of course, but we have had at least six other contracted artists help with graphics and music. We have three dedicated internal testers that also contribute to the design process. We’ve had some contributions to writing as well. So while I am the sole full-time developer, Book 2 is far from a single-person project.

2. Basilisk Games developing “Old-School cRPG’s” , can you explain what is “Old-School”, are they just old cRPG games or is there something deeper that defines them ? how they are different from other cRPG games such as Fallout 1-2 for example ?

The term “old-school cRPG” is admittedly vague, but generally it refers to RPGs made prior to Diablo. Diablo was the first mainstream RPG that gave birth to the “Action RPG” genre, and showed the average gamer how fun it could be to play over a network with other people. We are creating the kind of RPG that came before Diablo, when RPGs were exclusively single-player, generally turn or phased-based, and more focused on stats and character management.

Old-school can also imply the open-ended game worlds found in Ultima and Might & Magic, which is something we strive to achieve as well. While some exceptions do exist, many contemporary RPGs have very liner designs and do not allow the player to freely explore the game world at will.

3. I wonder about the sales of Book1…
Where they above your expectations ? did they cover the cost of development ?
Can you give us insight about the sales per platform percentage wise ? how is GNU/Linux doing ?

Sales have been generally good, about 25% higher so far than we projected. We fully repaid development costs on Book I about a year after its release, so all sales since then have been profit. We roll as much profit over into Book II as we can while still keeping the bills paid.

Our sales, per platform, are about 48% Windows, 42% Macintosh, and 10% Linux. Although Linux is a small percentage of our overall sales, we will support it as long as we are financially able to.

4. Please tell us about Book 2, what should be expected from it ?

What you should expect from Book II is: “the same philosophy that we built Book I upon, but with a lot of suggestions from fans.” We are keeping the general feel of the game, the same type of turn-based game world, but have added a number of new features that have been frequently requested.

5. In Book 1 the quests were very liner and often had only one solution, will it change with Book 2 ?
Are you going to make several solutions to each quest with consequences to your choices ?

Good question. It’s hard to answer because the number of solutions to each quest depends on how you define those solutions. For example, one of the first side-quests you come across has you retrieving an item for someone as part of a debt settlement. Now then, you can go directly to that person and threaten them. You can can offer to buy this object from them, knowing you’ll make a bit of profit when you get your reward. You can steal it from them, either through stealth or murder. Or, if you explore a bit more, you can find something to blackmail them with. By my count that is four separate ways of achieving the final goal. Others might say “well there is still only one way to successfully finish the quest and that is by retrieving the item and delivering it.” Perhaps, but that’s not being very creative- you could just keep the item and murder the person who gave you the quest.

Often, we try to find several ways for a player to get from point A to point B within the game, whether a quest is part of that journey or not. Like in Book 1, there were 3 unique ways into Crakamir, and players found the best way for themselves through their own individual play style. Book II will have a lot of this type of “multi-path” gameplay.

As for consequences to quests- yes, we are definitely going to put more examples of this into Book II than we had in Book I. But in keeping with old-school game mechanics, Book II will still have plenty of quests that are simply “do this and get a reward”. Some RPGs are built entirely around the concept of choice and consequence. That is the gimmick the developers are going for, and it’s great to have this kind of gameplay option for RPG enthusiast. Our gimmick is that we are old-school: Lots of exploration. Tons of character development options. Stat micromanagement. Crazy monsters and powerful spells. Traps and puzzles. And in the end, we have a huge gameworld that you can make your own adventure out of: follow the main quest or don’t. That’s your choice and consequence.

6. Will Book2 feature several endings depending on paths you choose along the game ?

The Eschalon trilogy was originally written as one story, with one ending. Like all stories, Eschalon has grown and changed since its conception. Obviously we began by breaking the original big story into three “books”, by which we could more easily focus on for the games.

As we did for Book I, we want Book II to have a couple different outcomes based on player choices. The biggest issue we have now is that Book II, being in the middle of the story arc, can only have “so much” flexibility while still making sense within the trilogy. So to answer your question, yes, there will be a couple different outcomes to Book II, but expect the biggest number of endings with Book III.

7. Playing as a fighter in “Book 1” was very boring as you only had one attack.
On the other hand playing as offensive mage was very easy with all the powerful spells you had.
What things have you changed and added in Book 2 regarding combat, spells and balance ?

Game balancing is one part mathematics, one part talent, and one part luck. It turns out that Book I was very easy for seasoned RPG veterans, especially those who took advantage of a few minor exploits that made it through beta. The first step in balancing Book 2 was to patch up as many exploits as possible, so that everyone plays on the same level. Second, we are employing a more diverse group of beta-testers this time to get feedback not only from the casual RPGer but also the hardcore, so hopefully we can tune it to that sweet spot that both kinds of players find challenging but not impossible.

Spells are getting revamped for more variation- we’ll have new spells that aid or assist the player, and a wider selection of combative spells for different battle scenarios. Combat itself takes on a new level of strategy, if for no other reason than it will be more challenging. Enemies have been given new AI functions and abilities, and players will find themselves in situations dealing with multiple foes in varied environments. Rare is it that players can rely solely on toe-to-toe brawling to win big fights in Book II- strategy will involve how best to utilize skills, environmental advantages, spells and aids to win battles.

8. In Book1 most buildings had only one floor (and sometimes a basement), What kind of new buildings we will see in Book 2 ? will there be a multi-floor buildings ?

There are several examples of maps with multi-floored buildings in Book 2, with Port Kudaad being one of the best. This is a large city in Mistfell which exists in 3 full levels: sub (sewer), ground, and second story. The gameplay often transverses all three levels, so for example a puzzle may have you thinking in this additional dimension.

9. What kind of new enemies will there be at Book2 ? will there be some kind of Bosses or Dragons ?

We are are putting mostly new creatures in Book 2, with only a few returning enemies to support the story. Some will be similar, such as Black Mold- a slightly tougher version of Fungal Slimes from Book 1. There will be a few boss types creatures (no Dragons in Book 2…) and they will be larger and more diabolical than any boss we had in Book 1. We are giving enemies in Book 2 more intelligence and additional special abilities.

10. In Basilisk Games forums some people made many good suggestions regarding Book2 , you listen to them and try to implant those ideas in Book2, you also made several threads in which you asked people how they prefer things to be implanted – I really love the openness of the indies …
What ideas have you borrowed from the community in favor of Book2 ?

We got 95% of all our Book 2 ideas from the fans. They are our life blood and we will always try to give them what they ask for but we must balance this with a focus on our overall philosophy, and that is to design old-school RPGs. Some fans have requested support for online or MMO-style play, other people want us to gut the combat system and move to a strict action-point system. While these are all good suggestions, we must adhere to the fundamentals that made Eschalon popular in the first place. We will be moving on to new ideas after we wrap up the Eschalon trilogy, and that is when we can experiment with other modes of game play. Eschalon will always represent classic, old-school role-playing.

Some of the best ideas from our fans that have been included in Book 2 are the flexible rules system, the in-game challenges, the increase in game detail and resolution, new spells and skills, just to name a few.

Thank you Thomas for a great interview, can’t wait for book2 to be released !

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22 September

Eschalon: Book II – Old School cRPG

Eschalon: Book II is an old-school cRPG game that being developed by Basilisk Games and will be available for GNU/Linux, mac and Windows OS’s.

Basilisk games like some other indie developers really listens to the community.
They implanted many new features based on community feedback and greatly improves the experience compared to their first game Eschalon: Book I.

In Book 2 the map will be much bigger then in Book 1 and will feature climate and weather effects that influence the character.
For example when you are in the desert area you will consume more water if you enabled the option for mandatory food consumption at the beginning of the game.
Some weather effects can influence your combat abilities and torch light duration.

Basilisk really changed the combat in Book2…
One of the big disappointments of Book1 when playing as a fighter was that you only had one attack option and it became very boring to fight.
When picking a mage fighter it became very easy to deal with monsters.
In Book2 Basilisk will add more attack options for fighters (like quick attack, power attack etc…) and rebalance the skills and magic powers so it will be challenging to fight as a mage.

One very interesting feature of Book2 that was taken from the community is the new difficulty modes aka game rules.
You can make food and water consumption a requirement, you can make the loot items in chests “fixed” providing you with better better items, you can also make your equipment destructible with use and much more…
Those “challenges” apart from making the game more interesting and hard also effect your game ranking.

The difficulty modes cannot be changed after the game starts but there are also challenges which are very original :
You can set those challenges in the beginning of the game but you are not obligated to finish them (they are challenges after all)…
For example, you can try to play as a true Thief which forbids you from bashing any doors or chests or getting caught in act of a crime, you must also spot all hidden traps before they are triggered.
When choosing this challenge you get +10% to your thief rank.

Book2 features :

* 1024 x 768 native resolution
* Numerous optimizations implemented which improved engine speed (up to 30%) and lowers RAM usage.
* All tiles have been re-rendered to take advantage of the higher engine resolution.
* Enhanced lighting and special effects.
* New weather effects: snow, rain, and thunderstorms. Weather isn’t just a special effect; severe weather effects gameplay stats and skills.
* “Brightness Booster” option for players who are afraid of the dark.
* In-game control over sound volume has been improved
* Audio driver selectable at launch for improved hardware compatibility or the option to shut off all game sounds.
* Rebuilt timer function which should fix the problems associated with leaving your computer on for long periods of time.
* Most keyboard commands can now be remapped via .cfg file.
* The saved game location can be alerted via a statement in the .cfg file.
* Saved game function rebuilt with more redundancy and error catching to cut down on the number of bad saved games.
* Numerous updates to the scripting engine and file handling, making the game one step closer to being fully modable.

* New GUI layout
* Additional save game slots (20 total)
* Increased number of Inventory slots (79 total)
* Increased number of Quick Slot spaces (10 total)
* New Key Ring feature: any key acquired is placed on a virtual key ring and does not take up inventory space.
* Enhanced Alchemy mixer with one-click mixing via a built-in recipe book
* Two “equipment configuration” presets for convenient swapping of armor and weapons sets.
* You can now dump torches by right-clicking on the torch icon.
* Walking via keyboard
* “Health meters” on objects while bashing show exactly how much structural integrity remains

* 7 new spells; several existing spells have been altered/upgraded.
* Gender Selection (play as a male or female character).
* Selectable attack mode alters damage and accuracy based on character ability and enemy stats.
* Parry mode for defensive posturing when needed.
* New skill: Repair. Used in fixing worn equipment for better performance or increased value before selling.
* New skill: Foraging. Used to increase your chance of finding food and alchemy components during your travels.
* Significant skill rebalancing for more unified progression.
* Weapons and armor now deteriorate realistically with use (optional). Increasing your weapon and armor skills slows deterioration rate, and the Repair Skill can be used to fix damaged equipment.
* Food and Water now a factor in survival. Long treks into deep dungeons will require planning and preparation. (Optional)
* Powder kegs can now be picked up and dropped in new locations which makes for strategic game play options.
* Game world objects more dynamic: explosions and fire can affect objects; more objects are usable.
* Rebuilt the luminosity function to remove exploits. This corrects the “Torch exploit” as well as balancing “Hide in Shadow” better.
* New difficulty modes and tracked statistics add to replay value.
* New item generation function for thousands of unique weapon and armor variations.
* Difficulty settings for easier or more challenging gameplay.

* Improved User’s Manual with additional game information often requested by players
* In the Character Editor, pressing F1-F5 now loads premade character data into the editor and allows you to modify it from there, rather than just automatically starting the game with a pre-designed character.

The game engine is now improved and supports greater resolutions.

Screenshots :






Book2 Website

Q&A and Interviews Thread

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31 August

Adonthell 0.4 – Not Just A Game

Adonthell is a FREE RPG under GPLv2 or later license.
The game itself is currently very simple and have a nice 2d graphics and simple gameplay.
Adonthell 0.3 aka “Waste’s Edge” is a short demo game that was meant to show what the game engine is capable of.
With Adonthell 0.4 which is still in active development a lot of things have changed and added.
The game itself wasn’t exciting to me (at least not version 0.3) , but the development tools (of 0.4) are priceless.

Adonthell 0.4 is not yet available as a package and needs to be compiled from source – but for the tools it has, compiling is surely worth it.
As the title said, Adonthell is not just a game, Adonthell is a game engine and also a collection of tools which makes the game, like :

* Charedit for creating characters and creatures
* Dlgedit for creating conversations between player and NPCs
* Mapedit for creating the game world
* Questedit for creating the quest tree
* Itemedit for creating items

Those tools are still bound to the game engine and currently could only be used at Adonthell BUT without too much work they could be converted as “stand alone” and even used in other game project.
All those tools are bound to each other and integrated BUT also could be used separately – quests and inventory aren’t a must for game creation while map and characters are.
But they could be integrated with each other as tools, meaning that you could put a script in Dlgedit that would add things to the inventory and even update your quests when a specific dialog option is chosen by the player.

As you might know I am slowly developing a draft for a text game which if ever be done I will release under GPLv3, more on my little project I might write later.
So for my project I chose the Dlgedit tool for dialog trees, and it’s remarkable.

Dlgedit lets you easily create a visual dialog trees and add python scripts to them, the Adonthell developers even wrote a guide on how can Dlgedit be used – which is very impressive.
On that note their wiki is fairly detailed and holds much information for the developers

As I’ve mentioned Adonthell 0.4 and it’s tools needed to be compiled from source, it wasn’t easy at all – but the developers were extremely helpful and guided me step-by-step what I needed to do.
They also updated their wiki with new dependencies we discovered on the way and also fixed the code so it would actually compile on my machine.
I’m sure that now it is much easier to compile Adonthell with it’s tools.

My hopes is that other free game projects will use Adonthell’s tools and convert them to be used with their projects or even as “stand alone”.
I think they are very useful and in Dlgedit’s cease very unique – I didn’t see such a tool anywhere in the FOSS (Free/Open Source Software) world.
There were in fact such talks at PARPG forums (which is a FREE cRPG in development) but it’s still undecided.

This time I will not include screenshots for this game as version 0.3 doesn’t represent the current status of the development and my attention was not on the game, but on the tools – tools other developers can use for their projects.
You see, people seems to judge from first sigh, and the screenshot from version 0.4 (yes, only one screenshot – and not a good one) could harm people’s opinion about the game while the tools are good and useful in other projects.

Adonthell Project Page
Adonthell Wiki

Adonthell IRC channel could be found at #Adonthell at the Freenodes server, the developers are usually there and they are very helpful.

Poster: Maxim Bardin. Category: Uncategorized. Tags: , , , , ,
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21 August