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Back this Kickstarter! (Torment: Tides of Numenera)

Published on March 6, 2013, by in Industry News.

It’s not ours, but it’s the next best thing! If you missed the Wasteland 2 kickstarter, hit this one up for a few bucks; you won’t be disappointed.

http://www.kickstarter.com/projects/inxile/torment-tides-of-numenera

 

Dehrgada is a CRPG in a simlar vein to the original Torment. I know that I can’t wait to see this inception come to light.

-Ben, Lead Designer

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New Build (v.064)

Published on March 5, 2013, by in Dehrgada Dev.

Changelog:

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Saving/Loading

- Doors and activatable objects now save and properly apply their position on loading.

 

Dialogue

- All dialogue has received a pass for grammar and spell checking.

 

Tradeskills

- More plans added.

- Almost all weapons and armor can now be properly broken down to their components.

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New Build (v.063)

Published on February 23, 2013, by in Dehrgada Dev.

Changelog:

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Content

- Connecting quests to the Dehrgadian transition have been implemented. The Harbormaster in Telrigg has more information.

- Added in pathing guards (high level, careful!) to Telrigg.

- Added new play field, Sliver of Tereesi Camp, a Dresdian sliver encampment who has recently lost their protection to the Mists. They can definitely use some assistance.

Dialogue

Bartering and Training are now accessed via Dialogue on many NPCs.

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New Build (v.062)

Published on February 17, 2013, by in Dehrgada Dev.

Changelog:

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Content

- Melissa’s Row has had a content sweep. A fallen raider who sought a denied redemption now stands in the way of a troubled priest.

Dialogue

- The dialogue system has had another consistency sweep. If testing, please relay any instances of dialogue obstruction. This last patch should have hit most to all of them.

- All skill checks and NPC interaction is now accessible through the Dialogue system. Currently both left & right click go into Dialogue, however future iterations will have a left click go to Dialogue and right click to the NPCs feature (training, bartering, bank, etc).

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New Build (v.061)

Published on February 13, 2013, by in Dehrgada Dev.

Changelog:

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Tooltip

- More tooltip adjustments as we finalize every item and ability type

 

Tradeskills

- The first round of Tradeskill integration has started.

- Recipes added:

  • Iron Bar – Purchasable in Sanderbrook & Telrigg
  • Basic Bandage – Players start with this currently, but this is going to be changed to an introductory quest reward.

- A full writeup on the trade skill system is coming soon.

 

Bugs & Fixes

- A large sweep for various bugs and fixes has been performed. Funny enough, however, we have broken the bottom three characters in this build. Please select Drayen or Solomon for the time being. Heh.

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New Build (v.060)

Published on February 11, 2013, by in Dehrgada Dev.

Changelog:

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Tooltip

- Tooltips have been adjusted for all Items (Armor,Weapons, Tradeskill items).

- Tooltips have been adjusted and added for all Attack abilities.

- Screenshots of new windows coming soon.

Combat

- Added in failsafes to keep mobs from falling while the new movement system is crafted.

- Mobs should no longer “dead follow” the player after being killed.

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New Build (v.059)

Published on February 8, 2013, by in Dehrgada Dev.

 

Changelog:

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Tooltip

- The tooltip has undergone an overhaul for clarity and ease of reading.

- Items will now display what associated refining skill can be used to break it down

- Items will now properly reward the player with refined items when refined.

tooltipNew

 


 

 

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Testing Dehrgada

Published on February 5, 2013, by in Dehrgada Dev.

Over the last week, we’ve received numerous requests to test Dehrgada in its pre-core form. Due to the excellent response (from both Reddit and IndieDB.com) we’ll be moving forward with the testing at the end of next week. We’re collecting the names of those interested and will shoot you all an e-mail with the download links once they are available.

This next week for us will be polishing off the introductory Disciplines and Abilities, as well as touching up the AI and making sure the foundational aspects are working. The anticipated length of the prologue demo will be about an hour of exploring/questing. The prologue ending quests will not be in for the initial pre-core demo, but we anticipate we’ll get some connecting material in shortly.

If you’re interested in testing, please shoot us an e-mail (as detailed in the Demo tab above) and we will contact you back when the demo is ready.

We’ll include a (lengthy) list of known bugs/missing features on the download page of the demo when ready.

Thanks again!

 

-Ben

Lead Designer/Prototype Coder

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New Build (v.058)

Published on February 5, 2013, by in Dehrgada Dev.

Changelog:

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General

- Added in quicker pathfinding algorithms and checks on enemies. Enemies should now remap their pathing once other enemies have stopped moving. This should allow them to cascade around each other on the player (this is a temporary fix, as the transitional combat will rewrite these methods).

- Skill Groups are receiving an overhaul as we adjust the introduction to the scope of leveling we intend.

- More work has been done on the prologue locations: Telrigg, Melissa’s Row.

- Added in the foundation of the Prologue finishing quests.

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Mechanic Update: Factions, “All-Kill”, Quick Dialogue and Enemy AI.

Published on January 31, 2013, by in Dehrgada Dev.

Four major additions have been added in the last build:

  • Player & NPC faction system
  • The foundation of “All-Kill”
  • Quick Dialogue (for lesser NPCs)
  • Enemy Pathfinding

In the last build, the foundations for many of our larger systems have made their way into the prototype. Players will also now notice an “All Abilities” toggle in place of the previous Combat indicator. This new window will serve as a “quick select” of sorts for all known abilities on the character. “Sneak” is now available to all classes, however the chance for an unskilled individual to use it effectively is next to nothing. Sneaking will be developed further in future update.

For this build, we’ve added the following:

  • Payer & NPC faction system – The player now has a collection of faction adjustments that follows him/her throughout their adventure. As the player completes quests, interacts with NPCs and kills enemies, the factions nearby may be effected (both negatively and positively). The first major decisions we have coming with Faction will be a Bandit faction the player will be able to join as an alternate quest line off of the southern Vassanian continent. 
  • “All-Kill” implementation – A consistency that we have planned into Dehrgada since inception is allowing the player to manipulate the game world in whatever way they’d like, while still being able to progress at least the main storyline of the quest. The scenario we’re using to represent a “doomsday” scenario is internally known as “All-Kill”. Basically, the premise is that if the player did nothing but level, and then went back to the first location and killed every single friendly NPC,  they would have a route or path to reach the conclusion of the main storyline. Most games get around this these days by having invulnerable NPCs or by simply allowing the player to “break” the game by killing an NPC that was a required lynchpoint in a major or necessary quest.  Although “All-Kill” scenarios are something that would be impossible for most RPGs of this nature, we will be able to accomplish the concept by planning our scenarios around the possibility from the beginning. This would also allow a player to kill any major quest NPC during the course of gameplay and still have a fallback.
  • Quick Dialogue – Before this build, all Dialogue was processed via the Dialogue interaction screen. Now when a player attempts to converse with select NPCs, there is a text line that will display directly under the NPCs target indicator. Using this method, we will be able to populate the game world with many NPCs that add immersive information and news, while not breaking the flow of regular gameplay with the paused Dialogue screens. The Dialogue screen will still be the primary method for multi-tree dialogue with the more talkative NPCs.
  • Enemy Pathfinding – When initially coded, the enemies had an extremely basic AI that were not initially coded with the A* system selected for the project (although this will be changed with future Hex implementation). However, with the last build we have changed the Enemies to properly path on our A* system. This process did mean an entire re-write of the enemy locomotion system  however, which means that enemies have plenty of bugs currently. They do path correctly to the player, and update their new path based on player movement. In the next build, we’ll be implementing the first round of positional rescanning which should enable the  enemies to detect each others position and dynamically move around themselves to get to the player.