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The Crowfall team has released a pair of new images from the forthcoming title by Artcraft. The first is a screenshot showing the character creation screen. The second image is a concept art shot showing 'city siege'. Both come with some explanations of what is seen and the design process behind each.
This is actually the second image we are releasing from the "Banner Concepts" series. The first was the 'explosive rune', which you can find toward the bottom of the website homepage.
The goal of the series was to create a number of unique images, each of which capture a single moment of gameplay. These images were not intended to be generic; we built these scenes using our characters, in our environments, acting within the scope of our vision. A single Banner Concept is the end result of numerous ideas, discussions, illustrations and sketches compiled over the last year (or so) of pre-production.
Why show character creation first? A few reasons:
This a functional prototype of character creation (with actual 2D and 3D game assets), not just a mockup. The character (the Knight archetype) is a fully modeled and animated avatar.
That character will give you a small taste of the Character art style. Compare this character to our concepts, you can see that we're shooting for a fairly literal translation of the style.
This shot shows off the initial class (archetype) selection options, exposing the wide array of base characters (archetypes)
It also provides solid hints at the inner working of a handful of core systems: Combat, movement, skills, advancement and (of course) character creation / customization
It showcases the user interface style. As you can see, we're going for a streamlined and modern look -- emphasizing quick access to game information over the standard "parchment and leather" fare.
Read more on the Crowfall site and forum.
Comments
Gotta say folks... this looks GOOD. Hunger? Creation points?
Plus, that art style is superb, I think. Reminds me of Torchlight in a way.
Yep, consider me really intrigued. It's been way too long since we had a good, solid, polished looking and playing sandbox experience.
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the dude has CRAZY high warmth conversion!
working on my warmth build...
The game looks interesting to be sure and I do enjoy the polish that it shows. However I gotta say, I don't hate the art style but can we get some games without the cartoony look any time soon? I mean I know ESO is a recent game with an art style closer to "realistic" but it seems we're still getting a lot of games these days with the cartoony, wowish art style....
Just seems a bit overplayed but to each their own. Still seems like an interesting game and worth the time to check it out.
i dunno this looks like a happy medium. its has shading in a cartoonish way. but it doesn't have the disproportionate limb/features like you see in wow or wildstar for example. i think the design choice was probably to make design and resources cheaper and quicker to produce. i mean they show atleast a planned 12 archetypes and thats a slider bar so their is probably plans for more. i think it also avoids the pitfalls of the realistic style. like painted on looking armor(see ESO) or how realistic graphics often become quickly dated looking.
I wonder if, in part, it's because these styles knock down the "minimum CPU/Graphic requirements", i.e. opening the game to more players?
I agree with Pemmin: "this looks like a happy medium. its has shading in a cartoonish way. but it doesn't have the disproportionate limb/features like you see in wow or wildstar for example."
i dunno this looks like a happy medium. its has shading in a cartoonish way. but it doesn't have the disproportionate limb/features like you see in wow or wildstar for example. i think the design choice was probably to make design and resources cheaper and quicker to produce. i mean they show atleast a planned 12 archetypes and thats a slider bar so their is probably plans for more. i think it also avoids the pitfalls of the realistic style. like painted on looking armor(see ESO) or how realistic graphics often become quickly dated looking.
Crazkanuk
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Azarelos - 90 Hunter - Emerald
Durnzig - 90 Paladin - Emerald
Demonicron - 90 Death Knight - Emerald Dream - US
Tankinpain - 90 Monk - Azjol-Nerub - US
Brindell - 90 Warrior - Emerald Dream - US
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It sounds more to me like you'll actually have to eat and "survive" in the game.
Try to be excellent to everyone you meet. You never know what someone else has seen or endured.
My Review Manifesto
Follow me on Twitter if you dare.
I second that!
I wonder if they would be as aggressive as to make you get hungry while you're offline. It'd be like a goldfish, you'd have to get someone to come over and feed your toon once every couple days, or they'd be dead by the time you get home.
Oh! Or you could just subscribe to their handy "Feed Service" and for less than a cup of coffee a week, they'll make sure your guy doesn't die.
Crazkanuk
----------------
Azarelos - 90 Hunter - Emerald
Durnzig - 90 Paladin - Emerald
Demonicron - 90 Death Knight - Emerald Dream - US
Tankinpain - 90 Monk - Azjol-Nerub - US
Brindell - 90 Warrior - Emerald Dream - US
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maybe if there will will a vamp class or some kind of unnatural class.
It sounds more to me like you'll actually have to eat and "survive" in the game.
I wonder if they would be as aggressive as to make you get hungry while you're offline. It'd be like a goldfish, you'd have to get someone to come over and feed your toon once every couple days, or they'd be dead by the time you get home.
Oh! Or you could just subscribe to their handy "Feed Service" and for less than a cup of coffee a week, they'll make sure your guy doesn't die.
"If I offended you, you needed it" -Corey Taylor
Kind of like Age of Wushu's offline system
"If I offended you, you needed it" -Corey Taylor
Could not agree more Bill. I am so tired of developers trying to pass of games like ArchAge as a sandbox when they are still the same old themeparks with a few sandbox elements pasted into it.
This development staff seems to get the sandbox idea right.
One of the posters in the thread on their forums said this which I think is most likely given the past experience of J. Todd Coleman and Gordon Walton:
"I'm in mumble with an old UO player and he says that the Hunger resistance comes from there, that in UO if you got hungry your skills decayed. He also said that the life per hit is probably an old style weapon health drain."
Talked to a friend who'd worked under Walton a couple of times, and Walton got the thumbs up as a designer and boss. Hope this just continues it.
Will be interesting to see if they can ease some of the negatives of the old school design, while keeping the positives.
If you are holding out for the perfect game, the only game you play will be the waiting one.