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[PC] Deathfire: Ruins of Nethermore

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[PC] Deathfire: Ruins of Nethermore

Unread postby Some guy » 11 Nov 2013 21:51

http://www.kickstarter.com/projects/g3s ... nethermore

http://deathfiregame.com/

A single-player party-based fantasy role-playing game that combines deep characters and solid storytelling with turn-based combat.

Spearheaded by Guido Henkel, co-creator of the original “Realms of Arkania” series and producer of “Planescape: Torment,” “Deathfire: Ruins of Nethermore” is a party-based computer role-playing game with turn-based combat that hearkens back to the Golden Era of fantasy cRPGs, supported by a team that was instrumental in crafting many other classic RPGs.

If your heart sings at the memory of classic computer role-playing games, such as “Realms of Arkania,” “Wizardry” or the “Might & Magic” series, this project is for you!

If you have never experienced the excitement of these games, well, this project is for you, too, because we are prepared to build a role-playing game that will captivate you, challenge you and surprise you all the way to the end.

deathfire1.jpg


“Deathfire: Ruins of Nethermore” is a party-based computer role-playing game with turn-based combat that hearkens back to the Golden Era of fantasy cRPGs. Built upon the power of the Unity 3D engine, “Deathfire” utilizes a first person view that gives the player the feeling of being there. A solid role-playing engine that utilizes over forty visible character attributes, along with countless invisible ones to track behavior. They make up the heartbeat of the game, and allow us to analyze and adjust gameplay on the fly, and react to the player’s actions, shaping the story around these actions and decisions.

Deathfire2.jpg


Character interaction is another key ingredient in “Deathfire: Ruins of Nethermore,” as the player will encounter many denizens of the game world and will be able to recruit numerous ones to follow along as non-player characters in the party. Ripe with personality, opinions, phobias and their own little peccadillos, these characters will enrich the game and create unique gameplay twists—as well as many memorable moments, for sure. (Don’t forget to share them with us, when they occur…)

With a variety of large outdoor and indoor environments, the game will offer a rich game setting with party-based gameplay and turn-based combat that allows for tactically infused battles.

Doesn’t that sound like the game you’ve always want to play? Well, it sure is the game we want to play, and that’s why we started building it, and have been working on it for the past eight months.

Just to give you a quick overview of the key specs, here is the game for you in a nutshell

Single player, first person Party-based play (four player-, plus two non-player characters)

Six races and eight classes to choose from

Over 34 unique character traits, plus base attributes

Party characters interact with each other

Turn-based combat

Indoor and outdoor environments

Complex puzzles and evolving quests

Combine items to build weapons and traps

Interactive game world

Recipe-based crafting and enchanting

Involving, adaptive storyline with many key players and twists

Factions for intriguing political set-ups

Tons of monsters to battle

Dialogues—yes, you will be in awe at our cool and intelligent dialogue system

Cheese toast (This is an inside joke for those of you who have played the “Realms of Arkania” trilogy. If you have not, do not worry, “Deathfire” will give you the opportunity to become a member in the ranks of those initiated in the joke.)

We are trying to keep this Kickstarter page as lean as possible so we can focus on the essentials of this campaign, but over the past months we have chronicled many of the developmental steps of the project up to this point in a Developer Diary. These diary updates covered many aspects of the conception and production of the game so far, and they will continue in the future to give fans a constant glimpse behind the scenes and a sense of where the project is going.

By now you have undoubtedly heard the tenor how Kickstarter has revolutionized the game industry and how it makes it possible for creative people to finally get their own projects off the ground. You may have heard it so often, in fact, that you’re getting a little tired of it, but here’s the scoop: It is true…

The team behind “Deathfire: Ruins of Nethermore” has been involved in the creation of games for over 30 years. Let that sink in for a moment…

That means, since the dawn of computer games, actually. Collectively, we have been working on games for about 140 man years—though such a summation hardly makes any sense— on many different platforms, with many different publishers and with many different licenses, but the bottom line is, the only way to be able to put creative decisions before commercial ones is to develop a game independently, and we are asking for your support to help us do just that.

deathfire3.jpg


We may not wield a AAA-budget, but at the same time, we are not going to waste the money on huge trade show booths, legions of bloodsucking lawyers—unless we put them in the game and allow you to chop them to pieces—and a mahogany row of executives with seven-figure salaries.

We are the game developers without a yacht. We are the people who actually make the games, and we are willing to put our best foot forward, and work with you to bring you the most engaging role-playing experience we can.

As you can see from the way we have covered the development of the game on our blog (http://deathfiregame.com/category/development-diary/) over the past months already, we will continue to give fans and backers a constant close-up look at what is happening, allow them to share in the decision-finding process with us, and become part of the overall process.

Over eight months of work have been put into this game, testing the core engine as a proof of feasibility, developing some of the components that make up the game, and creating a solid amount of art and design in the process. All of this has been created by a skeleton crew of four with each of us pulling double-duty and personally carrying the financial burden.

We have recently added new members to the team and with your support we will be able to scale the team up some more with developers who will bring not only their expertise to the mix as well, but who will then allow us to ramp up production and get things done more quickly. Our plan is to add one more Unity programmer, one additional designer/writer, and another artist/animator to the team full time, while we will contract out music and sound effects, as well as other, very specific tasks.

The money we are asking for in our main goal will help us put together a team as outlined above. There won’t be any spare money to float around and we will have to be very careful with our investments, but at least it will be enough money to complete the game and keep food on the table for everyone.

deathfire4.jpg


“Deathfire: Ruins of Nethermore” has been designed with expansion in mind, and through stretch goals, we can expand the vision and scale of the game almost seamlessly.

Therefore we are planning a number of stretch goals that will increase the scope of the game. One of our proposed stretch goals will add the player option for tactical Third-Person Combats to the mix, allowing the player to decide whether he wants to switch from a first-person camera to a more removed third-person view for the game’s combats. Another one of our planned stretch goals will add Towns to the game, complete with locations such as Healers, Armorers, Weapon Smiths, Taverns, Temples, and so on. One additional goal we have planned will add an Overhead Map to the game, complete with Overland Travel, Hunting and Gathering. At this point we will no longer have a linear game, but will also add additional main story lines to the game so that you can really go out and explore. Expansions to the crafting and enchanting system could also be part of the game at this stage. It also deserves noting, however, that upon reaching this stretch goal, our development timeline will have to be adjusted by an additional six to eight months, in order to accommodate the design, creation, and implementation of all the additional content and, more importantly, the testing that will be required.

Another stretch goal we have in mind will expand the game to also include a fully editable Journal and Quest Logger.

deathfire5.jpg
deathfire5.jpg (69.91 KiB) Viewed 11338 times


At this time, however, let us not put the horse before the cart. Let us get closer to the main goal first, before we lay out more detailed plans for stretch goals. We would not want to be remiss, however, that with enough funding, the potential is there—and accommodated for—to turn “Deathfire: Ruins of Nethermore” into a full-blown world, similar to the immersive and open experience you found in games such as the original “Realms of Arkania” trilogy, the “Wizardry” or the “Divine Divinity” games. The sky’s the limit… as long as we don’t run into fire-breathing dragons.
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Unread postby icycalm » 11 Nov 2013 22:00

Everything looks good except the monster in the fourth picture. That alone is a deal-breaker for me. Someone should email them and tell them to fire the monster designer if they don't want to ruin their game.
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Unread postby Some guy » 22 Nov 2013 23:34

Matt Chat with Guido Henkel on Deathfire: http://www.youtube.com/watch?v=Tl43BqfcscU
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Unread postby Some guy » 06 May 2014 22:32

http://deathfiregame.com/2013/12/thank- ... r-support/

The game has been cancelled.

It is with a heavy heart that I am writing this today, because the news I bring are not good. As of today, we have cancelled the development of “Deathfire: Ruins of Nethermore!”

I know that very many of you will be very disappointed, and I want you to know that I am every bit as disappointed as you are. Perhaps even more so, because we had invested one entire year of work, sweat, effort, hope and money into this project. It has become a dream project of sorts, the kind of game you really want to make, because you know that in the end it would have all the hallmarks of becoming a classic genre title. But alas, it was not supposed to be!

It is not a decision we have made lightly, and the fact that we tried to fight for the survival of the project tooth and nail is, I think, evidence of that. However, the way the project has shaped up and the way things have developed, we feel that we can no longer safely guarantee the completion of the game, and it would be entirely unethical to take your money and spend it without any real hope of ever completing the game.

Despite the fact that we are within reach of the $50,000 mark we had outlined to get started on the development of Chapter 1, the notion behind this has always been to see if we can rally enough support outside of Kickstarter to generate a steady flow of backers who could help us raise the necessary funds over time. This attempt was not a Kickstarter-like campaign, and it was never so much about reaching the actual amount of $50,000 in a fixed amount of time, as it was to see how support shaped up and whether the project had the ability to generate a sustainable flow of income that would guarantee its safety.

As our data show, the continuous stream of backing is simply not strong enough to support the development. While we had fairly good initial momentum and a number of high-prized backers that brought the amount to a good level very quickly, for a project to sustain itself over the long term, we were mostly looking at how many low-tiered backers would join us. It shows us the general level of interest and visibility, as well as the potential to get these backers to increase their pledges over time as they see more of the game and get more excited about it. They are the lifeblood of an ongoing project and this level of backers has been low and very unsteady, telling us that very quickly we would eat up the $50,000 we raised as base funding, without any hope of replenishing the funds at the level that is required in order to guarantee and to pay for the actual development. This puts the entire project in serious jeopardy from the very beginning, turning it into a huge and dangerous gamble!

In addition, there have been several changes going on behind the scenes that also affect our ability to develop and complete the project within a reasonable amount of time—even under the best of circumstances, and without proper and steady funding there is simply no way for us to remedy that situation. Therefore, we have to acknowledge the fact that we are simply in no position at this time to create “Deathfire: Ruins of Nethermore.”

We might have been able to cobble together *something* but it would not have been what we had set out to do and what we had promised. If Chapter 1 would have a reduced feature set it would have been a disappointment for fans. As opposed to adding momentum, it would have turned people away from the project and would have given us a bad reputation. It would, essentially, have turned us into frauds, which is absolutely unacceptable, of course.

It is therefore in everyone’s best interest to terminate the project before any real damage is done. We will refund all your pledges over the next few days. Please keep in mind that this is a manual process that is actually rather tedious, and with over 1,000 pledges and the holidays, this may take a few days to complete, so please bear with us.

Before we do that, however, we would like to take a moment to celebrate our fans!

In a world of hopelessly vitriolic message boards and web site comment sections filled with unqualified hatred, it has truly been a fresh breeze to watch the “Deathfire” community spring to life. The outpour of support from our fans has been astonishing and often helped us forget the struggle we were going through.

We met some great new people and made some new friends along the way, fans all, who approached us with ideas, suggestions and comments, fans who went out of their way to help us promote the project. If we could thank each and everyone one of you individually and in person, we would. We may never be able to properly express our gratitude to everyone who supported us, but we want you to know, that in our book, you are the greatest fans we could ever have asked for!

Thank you for the great ride. It was fun and exciting, and we could not have done it without you!

Have a Merry Christmas!

The Deathfire Team
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