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Dungeons of Aledorn |KS| Old School Hardcore RPG (60k goal)

hemtae

Member
Kickstarter Page
FUNDED: $61,072/60,000

Combining a turn-based combat system, first person exploration and hardcore stat and skill balancing.

Platforms: PC/Mac/Linux
Windows tech demo here
Mac tech demo here
Steam Greenlight

About this project

A spiritual successor to the old-school hardcore RPG/Dungeon Crawler masterpieces, combining a tactical combat system and exploring in first person view.

Dungeons of Aledorn (DoA) is an RPG game that brings back several time-tested principles of the classics into a single fantasy release. DoA is being created by and for hardcore gamers who appreciate games with a high challenge level.

As we were deciding what kind of game DoA should be, we searched for inspiration in the classics of this nowadays rare game genre. Therefore, we turned to the best of the best while designing DoA - Betrayal at Krondor, Realms of Arcania: Shadows over Riva, Might & Magic, King's Bounty and the Fallout series. In addition, our game bears many features similar to the popular pen & paper RPGs based on the D&D, Gurps and DrD (Czech equivalent of D&D) rules.

DoA players can expect a balanced combination of puzzles, branched dialogs options, tactical turn-based combat, quest-solving and last but not least an intriguing and complex RPG-system.

Free choice of party members

It's up to the player to decide whether he just wants to stick with our recommended group or if he'd rather try to adjust all the characters more to his liking. There are some restrictions to the group-creation system, but these will not lead to a lack of reasonable and interesting character combinations. You may choose between six classes and seven races.

Unique racial traits and class skills

Every race has its specific trait that distinguishes the chosen one from the others, making each race unique. Naturally, the same may be said about the classes. Classes are defined by a set of skills at their disposal. Each class offers several general skills that are common to more classes and a few class-specific ones to keep things fresh.

Character class progression

Each character class in DoA may reach a higher class level after fulfilling its advancement quest. These must be first discovered and will be more demanding than most of other side quests. There are two different advancement paths for every class. Both enable you to specialize your character in a specific manner. For example, a warrior class may become a high damage dealing berserker or a more defense-oriented knight.

Realm exploration

Exploration will take place from a first person view. Player will discover and interact with all the active game objects (traps, secret passages, containers, NPCs, etc.) solely in this GUI. If the game detects a hostile presence in the vicinity of the group, it will automatically switch to an isometric view and a bird´s eye perspective. Our game has a built-in feature, which sets the battleground at the actual location of your group at the beginning of each combat. There’s no limit to the amount of prefab maps for each game area - our game throws you into combat at the exact same spot you were at just before the combat commenced. Therefore, the choice of a suitable battlefield is very important and adds an interesting strategy element to DoA.

Attributes skills and perk system

We decided to go with the classic "holy-five" attributes: strength, dexterity, constitution, intelligence and charisma. The charisma attribute plays an equally important role among all the other attributes.

On top of that, you can choose from a total of 36 skills that grow in strength together with your character and also gain additional new effects, further expanding their possible usefulness.

Leveling-up works in DoA in four different ways. Automatic raise of secondary attributes (calculated from the primary attribute values), investment of skill points into new or already known skills, improvement of primary attributes, and, eventually choosing of new perks.

Camping management

You may give various assignments to your party members during the camping in the open via a complex (but easy to use) time management schedule. Your characters may, for example, meditate, hunt, cook, repair and tinker, collect plants and mushrooms, brew potions, stand guard, etc. (oh, and sleeping might sometimes be quite a good idea). If you're not interested in this kind of stuff, you may simply avoid this detailed management by setting a lower difficulty level or using the automatic camping function.

Travelling system

Travelling between Aledorn's locations will make the most of the mini-map of the known world. Prepare yourself for numerous random encounters during your travels, ranging from ambushes to meeting travelling merchants to running into quest NPCs… and finding hidden locations! We wanted to avoid filling the game with "empty open-world filler" areas between the important locations as an excuse to increase the games “size.” This way you’ll be able to quickly travel between locations.

NPCs dialogs

What kind of an RPG would DoA be without hundreds of NPCs to interact with?

Many of them will gladly talk with your party members. You can expect widely branching conversations and your options will vary according to the skills and attributes of your adventurers. Successful skill checks will provide you with various benefiting effects as well. In some cases, you might even gain otherwise inaccessible advantages or discover secret side-quest assignments.

At the same time, we don't want to overwhelm our players with tons of never-ending senseless blabbering. Secondary NPCs will respond mostly with a single or two cycled sentences. Some NPCs will gladly play one of our mini-games with your group, and gaining money isn't necessarily the only motivation to do so...

Multiple ways to complete quests

Some in-game quests will have more than one solution, and their outcome will be also reflected in the game. For example, your party will become outlaws within one specific quest and your actions in this situation will determine one whole side-quest line in the future. It´s not possible to implement similar consequences in all our quests, but we´re trying hard to make as many of them as possible, because they definitely make the game feel like a living fantasy world.

Switching from exploration to battle mode

There are two ways to enter a battle encounter. You may initiate the battle yourself (which is not always an option!) or when you get too close to the enemy. We have implemented a "danger meter" to the exploration GUI to show the risk of a combat encounter. Said metter fills with every approaching enemy and the encounter starts when it is full. It´s a sort of warning mechanic that allows you to run away from enemies if you don´t feel like fighting them at a specific moment.

Splitting the group

Some quests will require to temporarily split your party into smaller groups. You get to choose who goes into each smaller group, then taking sub-turns to control each separate sub-group. There are three possible scenarios during battles under this setting. If the inactive group stands close at hand, its members will automatically enter the fight at its start. If they stand a bit further and you decide to call them for help, the game will determine how many turns it will take for them to come to aid you. And if you went too far from the others, then you have to manage on your own and can't call them to your side.

Complex turn-based combat system

This is the alpha and omega of our game features. The combat system of DoA strives to get as close to reality as possible. It will allow you to interact with your surroundings within the limits of a real world’s logic. No, there won't be any barrels stuffed with explosives aboard ships. But you may still set things on fire by using oil, climb on/over many game objects or get cover behind to gain some bonus protection.

Another interesting aspect of DoA is its diverse A.I. for enemy combatants. Our A.I. doesn't only reflect the type of character to whom it is assigned, but it also continuously evaluates general development of current combat and appropriately changes its behavior.

Example: You get ambushed by a group of goblins under the command of a terrifying shaman. As long as he lives, their actions will be well organized (e.g. archers taking cover behind their shield bearers, targeting weaker and injured party members, etc.). Kill the shaman and the A.I. suddenly gets more random or, simply said, "more stupid."

At the same time, don't expect your warrior to live long (no matter how experienced he actually is) if he just blindly charges at the shaman and gets outnumbered by his followers. Each combat decision should be well premeditated since our game severely punishes every mistake. But don´t be too afraid - actual death of your DoA characters doesn´t usually come as long as there's still at least one party member standing on his feet.

Magic in DoA

DoA is a fantasy game so it isn’t a surprised to see there are also magic-wielding characters and alchemists present. DoA's magic system is definitely pretty classic. You know the spell, it costs you some mana to cast and, eventually (in case of a combat situation), also a few action points. Then you have to pass a skill check that compares your knowledge of the corresponding magic school and the spell's difficulty.

Unique to our game is the possibility to decide how much mana should be spent during your spell casting. This way you may increase the spell casting chance (or decrease it in order to conserve mana for later use) or increase their effectiveness. This system makes many basic spells still useful even at the higher character's levels. Five fire-darts are sometimes more than a single fireball.

Alchemy

The alchemy skill in DoA is separated into three branches - poisons, potions and explosives. Each one of these skills is independent from the others and must be improved separately. Furthermore, it´s vital to learn new recipes and to be able to identify alchemy resources - that´s when the so called "knowledge skills" are a must. These are sub-skills of alchemy and they also come in a group of three: botanics, anatomy and geology.

Knowledge skills allow you to find more powerful ingredients needed for advanced alchemy recipes. These ingredients may be found during your explorations, as a bonus from the above mentioned camping activities or even as you move from one location to another.

Difficulty settings

The last feature of our game is probably essential for many among you. We find most of the modern games are too mainstream-oriented. DoA's difficulty options are an answer to the hardcore community's plea for a real and reasonable challenge while at the same time allowing casual gamers to try out our game without encountering too many stressing situations in the process. Higher difficulty settings won´t necessarily mean tougher enemies (rather an increase of their numbers => more experience). They also enable more of the already mentioned optional features.

The easy difficulty setting uses less than a half of them and also decreases the quantity of encountered enemies. This is a friendly step towards the mainstream players who are not interested in detailed inventory management, countless combat-skill possibilities, adjustment of spell casting mana, etc.

The normal difficulty opens the key hardcore features and allows you to set (or all) of the game’s features, all while dealing with a reasonable amount of enemies.

The hard difficulty setting gives you no other choice than to stick with all the game's features and it should push your skills to the limit via numerous and more cunning (better A.I.) enemies. This is the setting at which the DoA is meant to be played (or at least how we would play it), and we hope that many gamers share our point of view.

Possible Oculus Rift support

We´ve been lately experimenting a lot with Oculus Rift. Our OR specialist and tester, Jaroslav Šlajch, has been reporting quite thrilling results from his trips to the world of DoA. We´d like to implement OR support in the final game, but this requires a lot of extra work... and that, of course, demands extra resources. That´s why we´ve set the support of Oculus Rift as one of our stretch goals. You can expect more information on this subject in our project updates.

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Update #1: Playable races
Update #2: Dungeons of Aledorn on Greenlight!
Update #3: About the game mechanics, with game designer Pt1
Update #4: Media Coverage and More
Update #5: Successful Greenlight + Game Mechanics Part 2
Update #6: Character classes in DoA
Update #7: Meet Team21‘s 2D artist and graphic designer, Yeve Drovossekova
Update #8: Game Mechanics Part 3 + Testing the Oculus rift
Update #9: Information about technical demo (playable prototype)
Update #10: A new version of the technical demo + viral trailer
Update #11: Realm of Dungeons of Aledorn part No.1
Update #12: Game Mechanics Part 4
Update #13: Meat Marek Kačaljak - Team21's Composser + Stretch Goals!
Update #14: Game Mechanics Part 5 + Linux version of the tech demo + interview with the sculptor + statue add-ons
Update #15: The Realm of Dungeons of Aledorn - Part 2 + Introduction to Character Creation Software Mixamo
Update #16: We are funded! + Stretch goals + Selection of screens and news from before the Kickstarter campaign
Update #17: Thank you for your support + Pledge Extension
Update #18: DoA´s development update - May and June 2015
Update #19: Switching to Unity 5 – Village Manto
Update #20: DoA’s development update July - September 2015
 

Arulan

Member
Looks pretty good. I hope this doesn't go unnoticed due to Seven Dragon Saga, and the recent Underworld Ascendant.
 

hemtae

Member
I doubt it will get unnoticed because of those games, but rather because there wasn't any build up to the kickstarter and because none of the guys behind this game have been involved with any of the old school stuff.

This game does have a low goal and a low price for just the game.
 

Arulan

Member
It's sad the lack of support and publicity this is getting. From the pitch and updates they appear to know what they're doing in terms of design goals.

RPG Codex Interview

In the pitch video, you say: “You will move your characters on hexagons. No squares. We hate squares.” Why do you hate squares? What are the benefits of hexagons?

The advantage of hexes is that everywhere is equidistant. Hexes give much fairer conditions than squares. With squares there are actually two variants. They either allow characters to walk on diagonals and thus more advantageous walking on them, or you have to walk at a right angle – which isn't ideal and out of the question. When you try to hit someone who is at a distance from you, and they are on a 60 degrees position from you – with squares it will often state that you cannot see the target, but with hexes it presents no problems.​
 

hemtae

Member
New update: Character classes in DoA

Once you’ve chosen the race of your character, another important decision comes into play - what will they do? You may choose from six different character classes in DoA, which may even further specialize in two distinct manners; thus offering you more customization options and defining your preferred playing style.

Each class is characterised by eleven skills, from which two are always class specific. As player you will have a free choice, during the level-up phase, to choose which skill you should improve.
 
Glad they have a tech demo, more people should do this for kickstarter.

60k seems really low though and they still might not make it. It is at 22.7 k now with 16 days left.
 
Just found out about this one. And backed! Seems like they have a long way to go and only 9 days left. Hopefully this pulls through unlike 7 Dragon Saga:/
 

Denton

Member
Man, this kickstarter is not gonna make it is it.
Quite a shame, but at least they are resolved to finish it anyway.
 

hemtae

Member
New update: Meat Marek Kačaljak - Team21's Composser + Stretch Goals!

Hello everyone. Today we would like to introduce you to our amazing composer, Marek Kačaljak. In this update, you'll also hear some new songs which we are revealing here for the first time. You'll experience a song for the town of Voland (a port town on the Island of Sandebar), new music for the village of Condra (the main village on the Island of Pirates) and music that'll be used in the game's menu.

There are also several other interviews conducted for a variety of media during our campaign. Oh, and we've also prepared some stretch goals!
 

Sinatar

Official GAF Bottom Feeder
Probably not going to make it.

Man I guess RPG fans are spoiled for choice with all the great games we've gotten over the past year and a half that they don't want to back these anymore.

Bummer.
 

hemtae

Member
New update: Game Mechanics Part 5 + Linux version of the tech demo + interview with the sculptor + statue add-ons

Hello to all our friends, backers and supporters, this is our latest update on mechanics. During these updates, we told you a lot about the individual game mechanics in the game, but we still have many of them to talk about - active achievements, variable difficulty, secondary attributes, enchantments and many other elements. Unfortunately, there is no room for us to familiarize you with all of the details. The purpose of these updates is to give you a picture of the main game mechanics, not to introduce you the whole concept of the game.

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hemtae

Member

Arulan

Member
Under 9K to go!

I'm surprised at the lack of support or interest in this game. While it doesn't have any developer reputation, or a nostalgic IP to draw from, what they've shown and talked about has been quite good, surprisingly so even. My post should bring the post count in this thread to 29, which I find to be incredibly low.

I hope they make it.
 
Less than $2K with 6 hours remaining---looks like it will pull it off, though the possibility of an absolutely photo finish like, say, what happened with Sword of Fargoal II on KS is definitely there even if less likely than it was seeming last night.
 

hemtae

Member
New update: Thank you for your support + Pledge Extension

Thank you so much for your support during the campaign. Only through your support can we continue to develop games. At the same time we wish to inform you that the stretch goals remain in our plans... because in the coming days we are planning to open the option of pledging directly on our website, where all funds will continue to count towards REACHING those stretch goals!
 

hemtae

Member
New update: DoA´s development update - May and June 2015

Greetings friends,

DoA´s KS campaign has taken a great deal of our strength so we needed to take a few weeks off to catch our breath and to assess our options and next moves. We´re glad to announce that the work on our game is once again in a full speed and we´re already thrilled about implementing the new ideas that came from you, our backers, and some game media as well. We´ll definitely try to stay in contact with both groups for the whole duration of the development, so that you´ll be able to see where your generous contributions went. If everything goes according to our current plans, we´ll be bringing you news in about a monthly intervals.
 

ricki42

Member
New update DoA’s development update July - September 2015

Our estimations about delivery of alpha version at the end of this year seem to have been pretty accurate. You will get your hands on a fully functioning first-person exploration and interaction user environment with dialogues included. Most of you are already familiar with our combat GUI, but it has also undergone some nice changes which will be of course not excluded from alpha. All that will take place in two bigger areas with several sub-locations and several quests for you to complete.
 

Arulan

Member
I remember thinking during the campaign that it showed that this developer had an understanding of game systems, and looked more promising than the other, bigger, and more expensive RPG at the time, Seven Dragon Saga. I still hope the latter manages to come out with a strong second campaign, and show why it's a Gold Box successor.
 

Sinatar

Official GAF Bottom Feeder
I remember thinking during the campaign that it showed that this developer had an understanding of game systems, and looked more promising than the other, bigger, and more expensive RPG at the time, Seven Dragon Saga. I still hope the latter manages to come out with a strong second campaign, and show why it's Gold Box successors.

The fact that this actually has first person exploration with isometric combat makes it feel more like a gold box successor then SDS did. I hope SDS turns out to be good, but Aledorn looks legit.
 

Arulan

Member
The fact that this actually has first person exploration with isometric combat makes it feel more like a gold box successor then SDS did. I hope SDS turns out to be good, but Aledorn looks legit.

I suppose it does. There is a certain quality to them though that goes beyond that. I've been playing Pool of Radiance again, and having the greatest time. There are a few SSI games I've never played, and I might just do that after finishing PoR.

That it does. I'm glad I backed it.
 

hemtae

Member
New update: October - November 2015 - what´s going on in TEAM 21 and development of Dungeons of Aledorn

First and for many also the most important news is the long promised launch of our backers´ forum. You may find it at HERE . The forum is open to everyone, but only Zombie tier (and of course all tiers above) backers will have the rights to post replies and create new threads as well. The main goal of this forum is a more straightforward and better communication with You, our backers, as this game is first of all being made for gamers like you.

The new screenshots reveal the latest addition to the area of Manto village. It´s a small forest area at the edge of Manto and perceptive adventurers may be able to find several hidden secrets, quests and fights between the many "bark-armoured giants" of this mysterious place. It will be of course already included in the alpha.

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Those interested in a process of game design might find the other picture quite interesting. It´s a look at the "bare bowels" of our updated "pod-engine". It´s still not completely perfect and will need some more improvements, but nevertheless we managed to create a fully functional and non-linear quests in it. The graphic shows just one smaller quest which you´ll be able to try out in the upcoming alpha. A small legend to the paths and colour differentiation follows: Yellow cells represent the very parts of the quest - "sub-quests". The green cells than show how you might fulfil them, call them e.g. "quest-paths", the path which leads you forward in the quest. The red cells are also solutions to the quests, but not a successful ones. These usually represent a dead-end states of the quest and won´t lead you any further in the quest-line. And finally the purple cells than contain various developer information about the quest.

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The last news is rather a bitter one. Because of a higher occurrence of unforeseen development complications and setbacks in the last month, you´ll get your hands on the alpha not this year as intially planned. We´re have to postpone the release to an earlier Q1 of 2016. We hope that you understand and that you won´t hold this delay against us in the future - we just don´t want to release a crippled bastard of what we´ve promised.
 

Sinatar

Official GAF Bottom Feeder
Wow looking real nice, much better then I was expecting from a graphical fidelity standpoint.
 
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