evilkinggumby wrote:Looks solid and very detailed. I like the design though it feels almost too much like Grimrock to me, which makes me wonder what you are bringing that is truly going to make it feel like a stand out NEW game and not a clone. I see the physics applied, high ceilings and awesome portraits.
Also am not crazy that the campaign doesn't offer any details about most of the teams experience in terms of specifics. I can honestly say I usually will not back an effort where the team is vague about their skillset (even if the prototype work is solid) because of all the occurances popping up where a kickstarter/indiegogo campaign turned out an shoddy/incomplete product to steam. I'm not accusing you guys of it, but more of a "you may want to keep this in mind" thing.
**edit** wow i just looked and I've backed 32 projects successfully on kickstarter (2 of which are not games, the rest are video games) and 9 projects that failed to reach their goal. On Indiegogo I've backed only a handful (4) on Indiegogo of which 2 were games(one of which seems to have gone silent/abandoned).
I wish you tons of luck on this and I'll keep an eye on the indiegogo for the time being. I hope you guys get your goal and can see a dream come to fruition. The fact Seith inspired ya'll in itself is just awesome.
I am sorry about the details for the team you are right. We are experienced, all of us worked on many games and appliation on console, pc mobiles. But most of us don't have a real portfolio to show.
You can check this one for the 3D artist:
You can check a few of my work on my youtube:
https://www.youtube.com/playlist?list=P ... 28DC7E8112
or my linked profile:
and my website, which is mainly for applications and not up to date (i prefer spend my time developing ^^):
the site above is not complete as most of the work are under NDA.
The 2D artist who made the portrait and title has no website, but has also a long history working on games, including several indie (check Blood Star currently under development)
Hope it will help you to get more confident.
About comparing to grimrock, i'll give you a bit more details:
-Multi-platform: From the begining, the game was designed with all the target platform in minde. And believe me, it's not an easy problem to face. So big range of gpu power, screen resolutions, screen ratios...! And i didn't want to sacrify the gameplay to run on any specific platform. The only adjustments are for the OculusRift version, as of course we can't have so many UI controls, which would break the immersion the device is made for. Also, as a small team, we can't afford to create many version of the user interface, so we had to find tips the keep the same system working everywhere.
-Real physics. As a few dudes told us, they didn't miss real physics engine in grimrock, but when seeing our videos with torch falling in the stairs or throwing items freely with realistic animation make sense and is very nice. I would add, that it's also a great source for new kind of puzzles.
-Cross platform features. As an example, saved games sharing ! You can start playing on PC, get your saved game from the cloud and continue playing on your tablet at the office during you lunch break.
-New kind of interactions: i will only give one for now, but you can burn some elements in the environments. Again, it's giving us some new gameplay possibilities!
-We have a real story design. The player won't be crawling in the corridors without any plot.And by story, it's not just a quick designed one.
We plan to make several games in the world of Dungeon Kingdom, and we created a complete world with an history. The game is starting at the the dawn of the fourth age, in the land of pohe fakesys, created by the Adwij godness. The key events of the previous age are already documented !
-We think about newcomers to real time dungeon crawlers, so we have several play mode to fit any player experience.
-We have continuous levels. When you go down the stairs or fall in a pit, there is no fading screen or loading (except for major environments change). We wanted to break the flow. Also, again, it's a source of new gameplay possibilities. Just giving you a simple example: In Dungeon Kingdom, you can see what is happening in the level beneath you, is there is a grid on the floor under your feet. you can imagine stacking some rocks on a closed pit in front of you, and opening it at the right time when the creature arrives under that pit! More generally speaking, we want to give the player the opportunity to use the environment so he won't be forced to always fight. I can tell you, the doors which hurts some creatures going through it are back in Dungeon crawlers! We didn't see it since Dungeon Master and we are happy for our players, especialy the feature has been requested to us a few times !
-Despite the grid constraint when moving, well suited for mobile, but also on pc for fast action accuracy required by real time dungeon crawlers, we have nos restriction on height axis: you can imagine taking an elevator, falling from a cliff...It's not so common in realtime dungeon crawler, and a great feature to have for our level design.
-NPC : in Dungeon Kingdom, we are not alone in the game. We'll meet some NPC, and they will be an important connection to the Story.
-Different environments. I don't want to spoil, but i think player will be surprised by what is awaiting them.
-We think that Dungeon Crawlers main factor for being attractive is not only graphics, but also the tension, ambiance and immersion. And we care very much to them. The ones who played Chaos Strikes Back will understand what i am talking about without any doubt. We work a lot on details, but also about how surprise the player, to avoid him to quickly get bored.
Hope it will help you to get what is our vision for Dungeon Kingdom: Sign of the Moon.