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Aug 3, 2017
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I remember the very early days for this game where the creator was losing money hand-over-fist. Those early art assets -- as beautiful as they were -- for example, were very expensive, and were generally paid out of pocket. Despite assurances, I couldn't shake the feeling that the game often tittered on the brink in those days. (The story and the art and the discussion about the Nemsis were great draws for me in an earlier pitch.) The evolution of this passion project from a single person in their singular vision for this game to tell a certain, sweeping (and refreshingly original) story to expand now to having honest-to-goodness dedicated teams of writers and artists and coders, *and* to also expand into and acquiring other projects is a goddamn, downright testiment of the dedication of the folks behind this game. It truly is a success story. There's also a reason why they've garnered such a supportive fanbase. They deliver; and, they often have frank discussions with their supporters and other fans. Regardless of whether patrons agree with their choices or not, one cannot deny that they are very communicative and that there's always a sense that actual work and progress is being done behind the veil. Unlike other projects, I've never thought this project was ever milking its supporters. I, for one, have no doubts that the game will reach some sort of completeness and that it won't just evanesce away disappearing into the night. Despite the long development time that's planned, I hope this post from a fellow fan will assuage some of the fears that you have and that you won't be "scared off" from the game. Cheers, my bro and fellow fans, and pura vida. :cool:
 

Snugglepuff

Conversation Conqueror
Apr 27, 2017
7,581
8,084
I remember the very early days for this game where the creator was losing money hand-over-fist. Those early art assets -- as beautiful as they were -- for example, were very expensive, and were generally paid out of pocket. Despite assurances, I couldn't shake the feeling that the game often tittered on the brink in those days. (The story and the art and the discussion about the Nemsis were great draws for me in an earlier pitch.) The evolution of this passion project from a single person in their singular vision for this game to tell a certain, sweeping (and refreshingly original) story to expand now to having honest-to-goodness dedicated teams of writers and artists and coders, *and* to also expand into and acquiring other projects is a goddamn, downright testiment of the dedication of the folks behind this game. It truly is a success story. There's also a reason why they've garnered such a supportive fanbase. They deliver; and, they often have frank discussions with their supporters and other fans. Regardless of whether patrons agree with their choices or not, one cannot deny that they are very communicative and that there's always a sense that actual work and progress is being done behind the veil. Unlike other projects, I've never thought this project was ever milking its supporters. I, for one, have no doubts that the game will reach some sort of completeness and that it won't just evanesce away disappearing into the night. Despite the long development time that's planned, I hope this post from a fellow fan will assuage some of the fears that you have and that you won't be "scared off" from the game. Cheers, my bro and fellow fans, and pura vida. :cool:
Uh... That wall of text needs to be broken up into something more readable.
 

T51bwinterized

Well-Known Member
Game Developer
Oct 17, 2017
1,456
3,486
Well, you also gotta take into account production speed. We've nearly doubled the writing and art since 2018, and multiplied the pace by 10 since 2016.

Unlike a lot of games that are especially reliant on a single content path or might burn out from being dragged out, SoC naturally has a large scale and was designed with multiple hooks. For that reason, barring a catastrophic misstep or global financial crisis, I don't see major scale backs in production schedule likely.
 

spitfire335

Active Member
Jun 12, 2017
602
736
Arioch has said that the team is beginning to think of arcs for the castle npcs. Now this'll be fun. Over the coming months Rowan's realtionship with the castle npcs will evolve. And I will just eat up all of it! Time for Rowan to further seduce X'Zaratl and begin an intense relationship with Cliohna maybe? This is pretty exciting. Rein, Winter, and Sommy having been doing some great work so far and Arioch must be proud to have a dedicated and talented team.
 
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T51bwinterized

Well-Known Member
Game Developer
Oct 17, 2017
1,456
3,486
Right now, the team doing the Castle NPC Narrative Arcwork is Rein, DM, Hooky and myself. The 4 of us are doing the bulk of it.

We have limited involvement from Arioch (Making the big choices/Settling thorny issues) and Sommy (anything pertaining to art/Whenever Sommy wants a laugh at our dumb writer squabbling).
 

T51bwinterized

Well-Known Member
Game Developer
Oct 17, 2017
1,456
3,486
THIS IS A REMINDER THAT WE ARE LOOKING FOR FEEDBACK ON THE QUEST LOG SYSTEM AS IT PRESENTLY EXISTS. WE KNOW IT'S INCOMPLETE. WE ARE TRYING TO DECIDE IF WE JUST WANT TO EXPAND WHAT WE ALREADY HAVE OR REPLACE IT ENTIRELY.
 

TheSexinati

Active Member
Sep 1, 2017
822
1,737
I haven't even played this update yet. Too god-damned busy sewing.

Each seam, each bit of embroidery, every fucking buttonhole or eyelet... Hand-sewn, why... why did I do this! What did my fingers do to deserve this? :cry:
 
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TheSexinati

Active Member
Sep 1, 2017
822
1,737
TheSexinati
hey dude i hear you.
Well, I'm more confident in my sewing abilities than I ever have been before, so that's a plus. I'm also fairly sure my mother wants to rope me into making her a dress now. I'm sure she'd say she's commissioning me, but I'd say it's more like slave labour if it's free! :LOL:

It's also given me the great opportunity to see practically every Studio Ghibli movie. And a lot of cartoons/anime. And Zombie movies.
 

manscout

Well-Known Member
Jun 13, 2018
1,265
2,065
THIS IS A REMINDER THAT WE ARE LOOKING FOR FEEDBACK ON THE QUEST LOG SYSTEM AS IT PRESENTLY EXISTS. WE KNOW IT'S INCOMPLETE. WE ARE TRYING TO DECIDE IF WE JUST WANT TO EXPAND WHAT WE ALREADY HAVE OR REPLACE IT ENTIRELY.
Assuming it hasn't been changed since .49, I don't know if there's too much fundamentally wrong with what there is, the issue is that there isn't much.

I'm speaking mostly as someone who never looked at the questlog much while playing the game since I have a good memory and tend to binge those type of games, but now that it has been a while and I'm loading my old saves I realize there's some information I'm missing a bit, namely location to continue the quest, starting date of the quest, and a more descriptive status. What I mean by "descriptive status" is that maybe you should separate "in-progress" quests from "on-hold" quests, also my Orciad quest text is yellow, don't know if it matters but I went for the solo rescue Delane resolution of the quest. If this color-coding was supposed to mean something, it is not intuitive for me. Also definitely should look into something to sort through the quests, not a problem for now while it is barebones but should have a way of sorting completed quests from uncompleted ones. Doesn't have to be done like this but you get the idea:



Those were most of the design/functionality suggestions, I know you said you already know it is incomplete, but yeah, should add the main quest to the questlog. Also would be nice to add a quest for the village conquering/map exploring stuff. We're all filthy cheaters here that already know the map, but for someone playing blind, maybe it would be nice to know how many villages and other special stuff is supposed to be on the map, so they can know they've already found "x out of y" villages, or small orc tribes, or mines, or whatever else that you think should be somewhat known stuff for Rowan before travelling around. If you think that's too much free information right out of the bat, could maybe tie that information to the map researches or something, idk.
 
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