Rimelands: Hammer of Thor by Dicework Games
I've just finished up the interview with Dicework Games about their upcoming RPG. The full piece will go up on the main site soon, but you can check the announcement here
Update: the interview is up
Interview with Arto & Peter from Dicework Games – Rimelands: Hammer Of Thor was actually the game we originally wanted to do.
A few teasers:
The combat is turn-based in the same way as in many roguelike games: on each turn you move to an adjacent tile or perform a single action. Then, all the enemies visible do the same. The basic tactical choices depend on your character build: melee path characters’ tactics involve efficient use of weapons and talents, ranged characters will find to their advantage to keep mobile and plan their routes, while magic users need to keep track of their mana reserves.
Varying enemy types will require different strategies and some enemies will work together, so you’ll need to think carefully which opponents to tackle first and with which attacks.
We are taking efforts to ensure that the game mechanics are as transparent as possible, so you’ll always have a good grasp about the consequences of your choices. The main guideline is that if you fail, you’ll have a good understanding of what actions most probably lead to your demise.
Exploration And Story
The game features both random generated and pre-designed levels, latter of which will also include some light puzzle elements. There won’t be too many mazes, but people wanting to search any nook and cranny will find their efforts rewarded by additional treasures.
The main plot in the game will be linear and there won’t be any dialogue trees, but additional side quests will be there. We’re taking care not to drown anyone in the dialogue, so all the conversations in the game game will be pretty short. We’re also planning (skippable) cut-scenes in between the levels to carry out the story, but we can’t yet tell how they will be handled.
The mood of the story will be light, adventurous and slightly humorous, but with some more epic and serious undertones.
In retrospect, the Nausicaa vibe some have noticed in the forums is a good perception, although Laputa has been a more conscious inspiration. Among many others, of course.
Some key points I've got from the developers:
- There won't be set classes, rather there will be skill trees for melee, ranged and magic allowing to customize the charatcer to your own liking
- There will only be 4 equipment slots
- There will be an engineering system allowing to create new equipment using blueprints. Players will be able to share blueprints via special codes
- The world map will cover Northern Europe with both dungeon and open-air levels to crawl through
- Out of combat the game will be real-time
- The expected ETA is 2-3 months