So there are five questions that we've been asked so many times by so many people on so many forums/comment threads that we have to do a bit of a mini Q&A to cover them once and for all... I know this may come across as a bit snarky, but some people are completely missing the point of Malevolence and I feel that these questions need to be answered publicly:
Q: Why did you go with grid-based movement?
A: Because Malevolence is an homage to the 90s era FPRPGs like Eye of the Beholder and Dungeon Master.
Q: Why is it turn-based if it's first person?
A: Because Malevolence is an homage to the 90s era FPRPGs like Eye of the Beholder and Dungeon Master.
Q: Why is the view distance so small compared to other games?
A: Because Malevolence is an homage to the 90s era FPRPGs like Eye of the Beholder and Dungeon Master.
Q: Why is the combat so simplified?
A: Because Malevolence is an homage to the 90s era FPRPGs like Eye of the Beholder and Dungeon Master.
Q: Why can't you see your weapon on-screen?
A: Because Malevolence is an homage to the 90s era FPRPGs like Eye of the Beholder and Dungeon Master.
So I hope that this thorough Q&A session finally clears things up for people. In case it doesn't, here is a comparison of gameplay between what we're recreating and what we've got currently:
So yeah, hopefully that helps people understand. Mostly this post is here so I can link people to it when they ask me one of these questions, because it's almost become a daily thing...
We will resume normal posts soon!
Q: Why is Malevolence a homage to the 90s era FPRPGs like Eye of the Beholder and Dungeon Master?
(Sorry...Couldn't resist :P )
Ahahahahaha!
I know the whole homage thing, but I think small view distance was more because of old engine limitations.
It was. But this is a homage to that (see above)
In addition to that, there are quite substantial limitations that have to be imposed when you are generating a literally infinite world to prevent the CPU from melting down.
so , you can't see the sword your are holding because it's an hommage to old era rpg? then why in other games like that, i do use my sword and see them ("the quest" for example)? i do not believe that you are lazy people but come on :3 i do want to see the shiny sword i just found after hour and hour of fight and healing (not to mention my countless saving XD) .
lol The Quest was NOT made in the 90s (unless you're referring to the 1983 game of the same name, which you couldn't see your weapon in)
indead, I was refering to the recent "the quest", but it was also a good hommage to the old era of rpg... well, it's going to be hard to play, because, i usually don't pay much attention to my caracter sheet and his equipement (i only know what i see , and i do spend only a little time in my inventory X3)
I think you'll like this ;) the weapons in this game are procedurally generated. Not just the stats, but what they look like. To put that into 3D for the player would have taken far more man-hours than we have in our power :( but I think it's a fair trade-off to have infinite items!
indeed... but , won't it be a little tricky (i know i do conplain a lot; maybe because i'm french XD)to have infinite item ? especialy with.... A FINITE INVENTORY!!!! (ta ta ta!!!!)
Nah, we've already got it working :) The finite inventory will just make people have to make hard decisions about what items to take with them ;) though we DO have a special storage alternative for people which makes a very specific reference to a very specific old RPG ;)
hooray to the magic chest!!!! coming out of nowhere and completely beating the crap out of any physical law, this magic chest will help putting any sword you won't be willing to drop, or sell, into a safe place (magic horse not included)
Pretty much! Though not quite a chest... Your challenge is to guess which classic era RPG it's from when you get a copy of Malevolence :)
old classic era rpg .... not a chest.... a slave maybe?
Not quite, but it's more on the right track than a chest ;) and by classic era, I mean mid 90s.
mid 90 , classic era... slave.... I think... i.... may not know what could be the answer( i mean, how could i have played those games if i was born in the middle of the nineties XD?) :3
ps: but still , i'm trying to catch up all those year though :)
Doooooooonkey? (Dungeon Siege I)
Think wayyyy back before Dungeon Siege ;)
Dungeon Master isn't turn based :)
Very true, but the grid-based movement was there, and the short view distances, and the whole strategy of balancing the characters. That's why we listed more than one game ;) we borrowed elements from a lot of those old games. I know this post seems snarky, but it's aimed at all of the - clearly younger - gamers who just don't quite seem to "get" what we're doing with Malevolence since they weren't around to play games in the late 80s and early 90s.
So, just asking here, will there be an optional movement system (non-grid-based) similar to Morrowind? I understand how nostalgic it would be to do the dungeon crawler thing again, but in recent years, I've succumbed to the strong desire to explore every single nook and cranie of every place I visit.
No, this game is entirely grid based. We do, however, have a freelook option (https://www.youtube.com/watch?v=ET781-V6KTY) to let people explore the game a bit more thoroughly.
If Malevolence is popular enough, we DO have plans for a sequel. The sequel will be still set in the infinite world, but be smooth-moving like Morrowind/Skyrim, etc :)
I'm sure you guys know why everyone is questioning the Homage issues...
Probably because the graphics are AWESOME and they are expecting a modern Action RPG instead of the old grid-based, turn-based.
I particularly love the free movement, mouse-look (mentioned above) and real-time fight, but I think Malevolence is still going to be an amazing game!
I love the visuals and freedom to explore a vast world.
I love the dungeons and looting capabilities.
I love the leveling up and character customization.
So I will be buying Malevolence: Sword of Ahkranox!
Thanks, booman! Good to know that some of the fans get the vision!
Still vote for the optional weapon combat on screen thing, the current system just looks FUBARing ugly, IMHO.
FUBAR probably isn't the best term to use in a comment on a blog that is outlining how the game is a homage ;) the fact that you can't see the weapon and only see slashes is VERY recognizable to the 90s era FPRPGs.
Q: Why the game will be kick ***?
A: Because Malevolence is an homage to the 90s era FPRPGs like Eye of the Beholder and Dungeon Master.
:D:D:D:D
Ahahahahaha YES! Such a shame I can only give one Karma point...
it looks good, although I think you need to remove the word Homage from your vocabulary - please :)
Does it help that we pronounce it "oh-maaj" all fancy-like? :P