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Dungeonforge Teaser Trailer Unveiled


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#1 IMG News

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Posted 15 January 2014 - 08:07 AM

Collective Dream Studios has released a new teaser trailer for its upcoming action RPG, Dungeonforge. The game is described as a "free to play RPG where the community drives the content." Players will have the chance to build dungeons for themselves and others to enjoy, and engage in combat with a Diablo style perspective and a combat engine inspired by titles like The Witcher 2 and Dark Souls.

Dungeonforge is a free to play RPG where the community drives the content. We provide a dungeon and quest creation system, a rich gameworld for community content to exist in, and insane, action RPG combat with some innovative twists thrown in for maximum freshness. Dungeonforge is built on two main premises, that great gameplay, first and foremost, makes great games and that community created content makes the gaming world go ’round.

The game will be free to play for everyone and all gameplay content will be available for free at all times. It is important to us to allow all players to enjoy the unlimited fresh content created by our community without restriction. Also, items that affect gameplay are not directly sold to players at all. Cosmetic items such as skins for your character will be offered to those interested in personalizing the look of their character. Our most interesting mechanic, however, is the Epic Dungeon system. Any dungeon can be played as an Epic Dungeon when using an Epic Dungeon Pass. This automatically increases the difficulty setting of the dungeon. When the dungeon is completed, all participating players are rewarded with Epic Loot. Epic Loot is simply aesthetically unique loot that may have interesting (however precisely balanced) effects when used. These effects will tend to be of a visual nature (think, transforming a defeated enemy into a harmless bunny rather than a corpse. Stuff like that). Epic Loot will also come in collectible sets that grant a boost to the user when all pieces are worn. Loot may be freely traded with other players so you can seek out and trade for the set you're currently collecting. When a dungeon is played using an Epic Dungeon Pass, the creator of the dungeon receives a kick-back of in-game currency to be used on cosmetic items or, if enough is accrued, even cashed in for real-world money providing a tangible reward for creating the very best content. Also, if your map is highly rated we'll promote it within the game upping the chances players find and play it and increasing your opportunity for such rewards.

The Dungeonforge: Our Editing Tools

As the name of the game aptly demonstrates, the "Dungeonforge," our toolset for creating dungeons and quests, is at the heart of what we hope to accomplish. What we’re delivering is a set of tools for easily creating content for others to enjoy.

Was there ever a time when playing a game you loved that your imagination just went wild thinking about what you might add to the game? You’re not alone. User-made creations are woven throughout the very fabric of gaming. Have you given any thought, even just for a moment, to what mark you might want to leave? What’s standing in your way?

With the map editor that is at the core of Dungeonforge, we give you all you need to create instantly playable content. You'll be able to create a dungeon by laying down prefabricated sections. Once you've laid out the rooms and corridors you can set down monsters, determine loot drops, set down treasure chests, even add NPCs that can act as quest givers, merchants, helpers, or whatever else your narrative requires. Quest creation and editing tools are included to create your own story. You can add dialog or even add full-motion cut-scenes to your dungeon quickly and easily. Once your dungeon is finished, we then take that content and put it center stage for all to enjoy.

New, user-created content is always available and accessible from within the game as part of a rich, interconnected gameworld with the very best content becoming an indelible part of the gameworld and its lore.

Combat

Central to our promise of delivering a game with great gameplay at its foundation is our innovative take on combat. Dungeonforge is presented as a top-down, aRPG in the legacy of Diablo, Baldur's Gate, and other classics. Where we depart from the well-worn philosophy that governs that genre, however, is in the way our combat system emphasizes player skill and strategy to a greater degree, and the stat sheet to a slightly lesser. Stats form an important part of defining how a character plays and the ability to customize and focus that around your play style is fundamental to our philosophy. However, your character's stats are never given final say in victory or defeat. We put that power where it belongs; in the player's hands.

Though the player perspective is borrowed from games like Diablo, the combat system finds inspiration in particular from two other, very different games: Dark Souls, and the Witcher 2.

The Dungeonforge combat system emphasizes timing, positioning and knowing your foe. Here, avoiding taking damage is on equal ground to dishing it.

Attacks are handled via the mouse clicks and the "qwer" hotkeys that should be familiar to many players. Where combat becomes unique, however, is in the timing-based combo system. In short, every attack can be strung into a combo. Every combo has a particular timing that, when exactly accomplished, grants a massive boost in damage or effects on enemies. This is supported by a robust animation system to vividly and fluidly display the combos and give players ample visual cues as to how the timing of a combo should be executed just by watching your character perform the moves. This prevents battle from ever degrading into "stand there and spam a button 'til monster dies" territory.

To defend oneself, a player has the ability to dodge incoming attacks or take them on a shield. Here, positioning and timing are paramount to avoid taking an ax to the face. These defensive maneuvers blend seamlessly with offensive attacks, opening up enemies for devastating counter attacks.

Our desire and intention with the combat system has been clear to us from the outset: to design something that is unique without being unfocused or cumbersome, plays fluidly, is fun to use, and emphasizes player skill first and foremost. Whatever we did, the end result would have to be something that was worth coming back to play over and over again. Something that supported our underlying premise that great games are built upon the foundation of great gameplay.

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#2 Thain Esh Kelch

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Posted 15 January 2014 - 08:32 AM

Interesting. Could go either way.

Gameplay reminded me a bit of an old Mac top down RPG with multiplayer (Cant remember the name, but it was great).
"They're everywhere!"

And now, time for some Legend of Zelda.

iMac 2011, quad 3,4Ghz i7, 8GB RAM, 2GB Radeon 6970m.