Tagged: RPG

Starfarer is a single-player sandbox style space role-playing game with strategic elements developed by Fractal Softworks

The alpha includes 6 combat missions of varying difficulty and a tutorial.
The tutorial explains combat & piloting basics, but does not touch on the “warroom” (which is the tactical interface you use to to give orders to your fleet, toggled with the Tab key).
Warroom controls are roughly similar to RTS controls, but if they’re giving you trouble, your best bet might be the manual. We’ll be sure to include a warroom tutorial at some point, it’s just not in yet.

You can also do some modding, if you’re so inclined (custom missions).

Features

  • Single player, gritty, dystopian sci-fi setting
  • Classic top down gameplay style enhanced by modern technology
  • Unique character development system – advance your story,  your way
  • Assemble a large, powerful fleet or a finely-tuned task force with hand-picked officers and crew
  • Outfit hulls with your weapons of choice, and add  ship systems to create crushing tactical combinations
  • Explore hundreds of star systems to find habitable worlds, rich resource deposits, and advanced alien technology
  • Impact the inter-stellar economy with your decisions – decide the fate of entire planetary systems
  • Fight to bring stability and prosperity to the sector – or watch it burn while you take advantage of the chaos
  • Runs on GNU/Linux, Mac, and Windows

 

Screenshots

Starfarer Combat Trailer

You can preorder the game now for $10 and have access to the Alpha !
The full game once released will cost $20.

Thanks to Hamish Paul Wilson for letting us know about those good news and not forgetting about LGN.

Links
Fractal Softworks
FAQ
Blogpost About Starfarer Alpha

The sci-fi roleplay game Planet Stronghold has been officially released !

The visual novel developers Winter Wolves finally released their most anticipated game till now, Planet Stronghold !

Planet Stronghold is a sci-fi role-playing game with a turn-based combat system.
You take the role of a young, new recruit that somehow gets assigned to the most well-known, and well-defended, human outpost in the whole galaxy: Planet Stronghold.
As the story goes on, you’ll have to choose a side in a a war that will change the destiny of the planet, and of humankind, forever.

Game features:
- Play as male or female, over 50h of gameplay
- Four different character classes each one with different skill bonuses
- Eight NPC will join you in the battle
- Detailed battles with many tactical choices and strategies
- Over 40 unique enemies to fight including some “boss fights”
- Three optional romance ending for each gender for a total of 6 different romance endings
- Lots of quest and side-quests to solve
- Dynamic story that changes based on your choices
- Use non-combat skills like Explosives, Science, Sneak to solve some situations without resorting to combat
- You can also get the official strategy guide for only $4.99 and receive 4 extra bonus weapons in the game (one-time internet connection required to activate it)

The game will get a permanent price increase to $24.99 starting 1st March 2011, so hurry up! get it now and save $5!

Screenshots

Trailer

Links
Planet Stronghold
GNU/Linux Demo
Buy Planet Stronghold
Winter Wolves

Recently the GNU/Linux friendly visual novel developer Winter Wolves Games, posted their plans for the future :

Role Playing Games
Beside Planet Stronghold, which will be finished at end of January 2011, I plan to start 2-3 more RPGs.
I love RPGs and I always wanted to make them, but in the past I was lacking proper funds and/or technical knowledge to make decent ones.
Now, using Planet Stronghold RPG framework I can expand it and create new RPGs.
Most of them will be in fantasy setting though, since it’s the most common/popular one (unless Planet Stronghold is so successful that convinces me to make add-on/sequels).
I have already a good collaborator of mine who is starting creating the main game plot, character sketches, and so on. Another one should start hopefully in next months, and I want to do another myself as well.
So the 2011 will be surely full of RPGs!

Adventure Games
I am still in love with my character of Vera Blanc, despite the first two episodes not being really topsellers.
As I posted several times if I make a third episode, it will be an adventure (first person) and not a visual novel, since the adventure style integrates better with that kind of game.
I have already a plot for the story, but since it requires lot of money, it’s still a risky decision, so if I make it, won’t be before next summer, or even later during Fall/Winter of 2011.

Visual Novels / Dating Sims
Of course I’ll keep making them! Flower Shop 2 release is really close, is just a matter of few months. But since is tied to external factors (artists finishing some pieces) I won’t dare to name a date for it.
Instead I can already say that very likely the otome game “Remember Me” will be ready around February/March 2011, since the plot is completely written and need only to code the “simulation part” of it and do testing/balancing.
Depending how my other projects go, I could make more VN/Dating Sims, but they’ll be mixed with simulation games.

Strategy / Simulation Games
In 2011 perhaps I will finally release the sequel of Spirited Heart. I have yet to start coding it though, so is probably more accurate to say that in 2011 I’ll begin coding it, which is a bit different. It won’t be ready probably before 2012, also because I have in mind some online-features (probably optional) that could improve the gameplay a lot, so I am not sure yet I’ll use Ren’Py to code this one.
There will be for sure more strategy/simulation games coming in 2011 though. A remake of my game Universal Boxing Manager, this time with the fights completely in 3d realtime, is under production! Is made in partnership with a good 3d coder who is going to use Unity3d to power the 3d simulation. It’s probably my biggest/most ambitious game to date and the 2011 will be mainly focused on it. I hope will do well since I’d like to port more of my old games into 3d or start new ones.
As I said I might also find the time to do a sort of light-strategy/time management game based on Heileen settings. In particular, Heileen 2 settings (pirates, the caribbean).
The game could be played as normal strategy game or with visual novel cut-scenes (they’ll be optional). This will be a sort of experiment since I am not sure if/when I’ll finish it. Let’s say I’ll work on it on my spare time and when it’s done, is done :)

Online Games
Almost every year I say “next year I’ll make one”. So, this time I won’t say it! But, I would like to try making one, even if I am not sure I’ll find the time…or better, if I’ll find the right person, since I’m probably going to outsource the coding (will be most likely done in Flash or HTML5). Or if the new interesting BRL:monkey project from Mark Sibly (creator of Blitzmax) gets released, I might use that and do everything myself.

So in conclusion, looks like the 2011 will be a year full of new releases! Happy New Year again!!

I’ve asked for an explanation about his decision to use Unity3D which doesn’t support GNU/Linux for a Universal Boxing Manager remake :

LGN : I’m sad to hear that you will use Unity for the Boxing game, as Unity doesn’t support Linux.
Also, when you talk about cRPG’s, you mean the “visual story” cRPG’s – right ? or the other kinds (isometric, 3D, 1st person…the usual…).
I mean there is a HUGE difference between visual story cRPG’s and games like Fallout, Realms of Arkania, Eschelon books, NWN etc…).

WWG :Yes it’s sad that unity still doesn’t support linux :( unfortunately I had to go with the tool my coder knows better… (don’t know honestly if there are any linux 3d engines comparable to unity). I hope unity adds linux support somewhere in near future!
About cRPG, yes mainly using Planet Stronghold system so more visual story, even if one of them has also some basic map2d system. I won’t dare yet to try an isomap because is rather complex for my standards, but maybe in future… and there is also a dungeon master style game that is still in stand-by (have to wait for the coder to finish another game first) but that could still be started next year (and that would be a true cRPG!).

I could off course suggest the more then comparable Unigine engine, but then I would be passing the MacOS users.
There are many FOSS tools like Ogre3D, but I’m not a programmer to say what suites for their game.
Yet, there is a lot to expect this year from Winter Wolves Games, I wish them a fruitful year with lots of new titles !

Links
Winter Wolves Games
Blogpost
Ren’Py
Planet Stronghold
Vera Blanc
Flower Shop
Spirited Heart
Universal Boxing Manager
Heileen

Almost a year ago I’ve posted about the upcoming RPG named Afterfall which is scheduled to be released on Q1 2011.
Back then they used the Unigine Engine with their original team which favored GNU/Linux.
Time passed and their team changed, without a notice their website now shows the UDK logo – which can only mean one thing – no GNU/Linux client.
Afterfall also got deleted from the Unigine Corp clients list which is sad.

UDK release made things bad for GNU/Linux gaming, not a long time ago Lukewarm Media the developers of Primal Carnage also dropped Unigine in favor of UDK.
So until Epic Games the developers of the UDK engine won’t add a GNU/Linux support (which I’m not sure if ever will happen) we are out of the picture.

Links
Afterfall
Unigine Engine
UDK

Winter Wolves which I posted about earlier, is a very friendly company towards GNU/Linux users and released many games for our beloved platform (and many are yet to come).

They are now working on a Japanese style Sci-Fi RPG game which resembles the old (2d) Final Fantasy games a little (at least in turn based battle mode gameplay).
You can download the Alpha for free from here.

Here is what Jack the developer of the game writes about the Alpha :
just two battle demo, inventory/skills screens and you can use first 2 psionic powers in the battle. Not very long, but is just an alpha! I’m going to redesign the battle interface to add a tooltip panel in the bottom, and try to make the tutorial less boring using more visual references and shorter phrases. I want to make the game accessible to everyone, even casual players (hopefully!).

It’s still far from bug-less so save often – but very stable for an alpha (it crashed for me in the middle of the second battle).

Thank Grzegorz Budny aka mateo for the good news

Links
Winter Wolves
Winter Wolves GNU/Linux Games
Planet Stronghold Alpha Version Forum Thread
Planet Stronghold Alpha Download Link

A few months ago I’ve posted that Koonsolo the developers of Mystic Mine are working on a new 2d game engine.
Now a website about their upcoming “Koonsolo RPG Editor” is up and running.
Their game engine will enable non programmers/artists to create their own 2D Flash based games with ease !

More info and demonstrations will be updated on their official website

Create your own online RPG, it’s easy!

No programming or art skills required:
1. Design your game with our editor
2. Press play
3. Play the generated Flash game in your browser

Koonsolo RPG Editor. Easy, fast and powerful.

It’s easy!
Open the Koonsolo Game Editor and start creating your game right away. No need to know how to program or how to create graphics, sounds or music. We provide everything. All you have to do is design your game, press play, and see your game in action.

It’s fast!
There is no faster way to create an online RPG than with the Koonsolo RPG Editor. All technical and artistic details are already handled by us. You can get a working game in less than 5 minutes!

It’s powerful!
For artists or programmers, we offer total control over graphics, sound effects, music and game code. All source code of the game engine is available to you, so you can adapt or extend any functionality you want. The graphics, sounds and music can be customized as you wish.

It’s fun!
Creating games is fun, and it’s even more fun when you don’t need to handle the boring but necessary tasks. We make sure you can enjoy the fun parts of creating your own games, and we will handle the tedious tasks that come along with it.

Why use Koonsolo RPG Editor ?

  • Design the game and don’t worry about the technical details
  • Save time
  • Use professional graphics, sound and music
  • Use a professional game engine
  • Total control over the game engine because it’s open source
  • Possible to use your own graphics, sound or music

Features

  • Easy to use map editor
  • Adapt the game screen size
  • Import RPG Maker resources (Tilesets, sprites, …)
  • Creates Flash SWF files that you can upload to any flash portal such as Kongregate or Newgrounds
  • Professional graphics, sounds, music and game engine included
  • Full access to the source code of the game engine
  • Create online RPG games that feature:
  • XP/Leveling Up
  • Fighting
  • Storyline
  • Magic/Skills Usage
  • Equipment Management
  • Buying/Selling Items
  • Links
    Koonsolo RPG Editor
    Koonsolo
    Mystic Mine
    Koonsolo Is Shifting Its Focus
    More Info On koonsolos Game Editor

    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):

    http://www.game-connection.com/content/about-game-connection-lyon

    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 :

    “Hello,

    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…

    Screensots

    Links
    Afterfall Universe
    Development Blog

    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 :

    ENGINE
    * 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.

    GUI
    * 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

    GAME PLAY
    * 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.

    MISC
    * 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 :

    eb2_screen6

    eb2_screen_072509a

    eb2_screen3

    eb2_screen2

    eb2_screen1

    Book2 Website

    Q&A and Interviews Thread

    Venetica is a 3D action game at the last stages of development from Deck13 – the company who brought us the Ankh series (3 games) and Jack Keane which were all ported to GNU/Linux.
    Venetica like the other games from Deck13 uses the Ogre3D engine which is FOSS and cross platform.
    But unlike the other games it will focus on action and RPG rather then puzzle solving.

    In Venetica players take over the role of Scarlett, Grim Reaper’s daughter who is young and beautiful.. Set in a fantastic Venice, it is her mission to fight the pure evil. Venetica takes players to the here and now of its fantastic game world, making Scarlett explore Venice’s streets, canals, houses and even the roof tops. As the daughter of Death, she also has the ability to enter the Twilight World: the world of the dead. Here, she communicates with the dead and gets access to a number of unique gameplay elements. To achieve this, Scarlett needs to learn and train for special, supernatural skills and abilities – of which she initially doesn’t even know exist… During the game, her skills and abilities will allow her to get deeper and deeper into the Twilight World, and, for instance, ask the dead for help.

    One of the Deck-13 developers commented on the forum regarding combat in Venetica :

    “The real-time combat system is very versatile. Firstly, there’s the skill system allowing you to boost your combat abilities with more than 40 different skills. They are divided into physical (weapon) and mental (mostly magic) skills. Some are active skills and some have passive behavior, meaning that they change your combat values in some way or make you resistant against certain attacks.

    There are 4 different weapon classes allowing totally different combat behavior. For example, the “spear and shield” class allows for a very defensive, protective combat, whereas the “hammer/axe” class is for those who like slow weapons with tremendous impact. The classic “sword” class is for the more quick and verstile fighter, and the “moonblade” class… I won’t reveal too much about that one.

    Different weapon types have different kinds of impacts on certain enemies. Some have a shell that is very hard to pierce with a sword but can be smashed with a hammer, for example.

    There’s also armor that protects the player. Different armor types are more effective regarding certain enemies and attacks, so it it wise to select the fitting armor if you enter a certain area.

    There are many, many more things you can do in combat, like striking combos, blocking, dodging, and so on.

    Also, the enemies have their own tactics and special moves and you have to learn to find their weak spots, or how to fight against more than one enemy at a time.

    Not to mention the boss mosters…

    As you can see, there’s lots of cool stuff regarding combat.”
    (ref)

    Also other interesting info from the developers :

    “Replayability: There are different guilds you can join, and there are lots and lots of sidequests and hidden secrets. Although the game only has one specific ending (with some nice changes, though, depending on how you played the game), there’s lots of replay value. Especially if you are into exploring the more hidden spots of the game world.

    Further, there are many different ways to develop your character: regarding a more offensive ore defensive style, or making him more a fighter or more a mage.

    Plus, you can play as a honorable guy or solve the quest in a rather mean way”
    (ref)

    There are also NPC schedules like in Oblivion :

    “not only does the game has a seamless day/night cylce: all citicens have their everyday schedule, their homes, and work to do. When it gets morning, you can watch them leaving their houses, and in the evening they will return. Likewise do the rogues and villains: When it gets dark, they flood the streets, looking for prey!”
    (ref)

    Venetica will be first released in Germany (German version) and then across the globe.
    A GNU/Linux version is still unconfirmed BUT the fact that they use the Ogre3D Engine AND that all of their recent games had a GNU/Linux client says *something* about the possibility of this game also having a native GNU/Linux client.

    Some of the features include :

    • Experience a visually stunning action RPG with a unique and captivating atmosphere
    • Follow the hero journey of Scarlett through a rich and original story
    • Conquer a host of merciless nightmarish creatures that pounce on the threatened world in a raged frenzy in action-packed battles and ultimately confront their masters
    • Explore palaces, villas and numerous dark alleyways in a living dynamic Venice filled with merchants, rogues, allies and traitors.
    • Learn how to use the powers of the “Twilight World” and wander between the worlds of the living and the dead and Put the ultimate powers of death to your advantage in battle.
    • Use the advantages of the “Twilight World” and the ultimate powers of death
    • Experience an open game world with dynamic night and day cycles
      Clear, easy to pick up rule system and intuitive game-play
      Experience a dynamic and open game world in which you can freely develop your own character and decide on different game strategies yourself.

    Screenshots :

    Catacombs_b

    Fighting_Peasants2_b

    Interface_Fight_b

    Persian_Enemies_b

    Persian_warrior1a_b

    Video Preview

    GamesCom 2009 Trailer

    Website

    Forums

    AfterWorld is a Multi Player Online Game (MMOG) which is still in Alpha stages of development – but looks excellent !
    It is being developed by a Russian group named “Dedicated Logic” using the cross platform Torque Game Engine.
    A Linux client is promised upon Beta.

    “AfterWorld” is an MMOG with some elements of RPG, first and third person shooters. It will take you to Earth’s apocalyptic future (AD 2060++); Mostly in the Far East – to be more exact in location.

    There is no race separation in AfterWorld. In the very beginning all of the players are just humans, and with a minimal skill set. Whether you choose a male or female avatar, it will not give you any advantages or weaknesses. Of course, we want you to gain some individuality and be distinguished, so go ahead and choose your haircut, height, eye color, etc. Pick a stylish look.

    In AfterWorld there are a wide range of occupations to choose from. You may become a noble merchant, clever fingered craftsman, famous cartographer, or even a hacker. Additionally you may spend a day (or even a week) exploring the severe lands inhabited by wolves and bears, hunting or digging for precious stones. Freedom of choice is the key feature of this world. There are no necessary quests to increase your professional skills, as you can improve your avatar as YOU see fit. Do not hesitate, and make your choice.

    Internal currency brings the real economy into the virtual universe of “AfterWorld”. Sell hunted loot and buy ammo or use it to repair your weapon. Mined some rare ore or crafted a unique item? Sell it at a higher price or trade for it for valuable items. Commerce is an integral part of the gameplay.

    You are welcome to participate in “AfterWorld” absolutely free. You will not be charged for client software or account registration, and there is no monthly fee. It is up to you to decide how much to spend. If you like to travel and explore the world it will be inexpensive. From another aspect, you may invest into your own business. Yes, you may start a real business in the virtual universe of “AfterWorld”! Made a profit? You can convert this internal virtual currency into real cash.

    AfterWorld is a “free market economy” persistent-world massively multiplayer online game set in a science fiction setting of post-apocalyptic Siberia. The game currently features:

    • A complex and unusual skills based role-paying system that involves more than a hundred different skills with each of them developing using unique game mechanics.

    • An advanced craft system with branchy production chains currently containing thousands different items.

    • A real-money trade in-game economic system designed in such a way that the resources farming does not ruin the balance but is a part of the gameplay for high-level characters.

    • 18 picturesque locations covering more than 100 square kilometers of Siberian vasts.

    The game is currently run at the Alpha stage, Beta version release is scheduled at the end of 2009.

    Welcome to “AfterWorld”!

    Screenshots :

    2007-06-08_02

    2007-06-08_07

    AfterWorld_2007-05-23_14

    AfterWorld_2007-05-23_34

    AfterWorld_2007-12-07_05

    Links :

    Website
    Screenshots
    Forums