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Reputation is something I've been pondering on and off for the last few months. Good deeds giving you a positive reputation, killing innocents giving you a bad reputation. At first I disliked the idea, thinking it was another useless number that modern RPG's could do without. But then I changed my mind. driftmoon_reputation First we have to think about player choice. Whether it's allowed or not.

  • There are games where you don't choose what your character says or does. What makes these games great is that they have the ability to tell a story about the main character. The game can show what your character says and does without the player interfering. In my mind I've always put most Japanese RPG's to this category.
  • Then there are games where you get to choose what your character does. In a sense the character is an extension of the player. What matters in this kind of a game is the choices you make. Some say the choices have to be big, do I kill the king or do I spare him. Or the choices can be a grey area, do I spare the king's life, knowing it will kill the princess. I think Driftmoon falls into this category. It's always been very important to me in any roleplaying game that you can choose what to do. I always play a good guy, but being a good guy means nothing if the choice to be bad is not there.
Whether choices are interesting or not, they have to mean something to be choices. If the end result is the same, whether you choose to kill the king or not, it's not a choice at all. That's one of the reasons RPG's tend to take more time to make, every choice you give to the player makes everything else a little bit more complex. But every little bit of consequence your actions have makes the world more believable and real. That's why I've decided that having a reputation system is a good thing. It's a clear way of saying that whatever you do has a consequence in the world. It's overly simplified, but I don't think it has to be that complex. Of course it remains to be decided on what reputation actually does in Driftmoon. Usually in other games I've seen it affect relations to certain characters, you might get some quests depending on your reputation. And I think in Baldur's Gate it affected prices in shops. Please comment if you have any (good or not) ideas on what a reputation could affect in the game.

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We want to thank all of our preorderers, and all those who have given us feedback - we value it greatly! I've just released the second version of our alpha build. Preorderers can access it on the secret download page. icon_smile This release is mostly fixes and small features. driftmoon_thief Changes in this version include the following (plus a few small things not mentioned here):

  • New mountain wall / water edge physics. This fixes the bug where the spiders might walk over the mountains.
  • Allow zooming in/out with the mouse wheel.
  • Fix crash that happened if you had killed the leader spider but not the other, then saved and loaded.
  • Followers will now follow in a formation.
  • Changed text rendering method to work on a wider variety of platforms. Thanks Luminon!
  • Tested to run on Linux through Wine. Thanks lindquist and unsfa!
  • Scroll bars can be adjusted even if the mouse gets out of the bar area.
  • Dialogue text is better lined on wide displays.
  • Autosave on entering a map, and every 10 minutes.
  • Quicksaving. F12 to save, F8 to load.
  • Dragging objects should be about as powerful as pushing them by walking.
  • Fixed skill saving, the Whirlwind skill was not saved. Thanks Iivo!
  • Quick keys for weapon skills: F1-F7
  • Combined quick slots with main inventory. Quickslot items in saved games will be moved (if you continue from a save made with the older version).
  • The inventory now has a separate tab for messages. It can be used for any items, but all books and letters go there by default.
  • Nicer looking tutorial markers and area border markers.
  • Changed ranged combat to fire automatically, allowing you to control the movement.
  • You can now kill any ants by precisely stepping on them. But why would anybody want to do that?
  • Enhanced the minimap code to run smoother.
  • People will not like when you steal their items. Some items will have marked owners, and they will watch out for thieves!
  • Fixed infinite XP bug with Professor Dore.
  • Fixed error log sending.
driftmoon_zoom

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preorderbob
We've been anxiously waiting to tell you this, so I'm relieved that I can finally open my mouth! We're now officially opening preorders!
Here are the main reasons to preorder now:
  • It’s 20% off!
  • There is no public demo yet, so the game is only available for preorderers. AND remember, we've come up with a completely new, brilliant adventure since the preview!
  • You will receive regular builds of the ongoing progress of Driftmoon, plus the final version. This will also provide you with a better chance to voice out your own ideas on the direction of the game and the modding tools!
  • With the alpha builds, you get full use of the up-to-date editor, to start making those beautiful mods you’ve been dreaming of!

Preorder Driftmoon for just €11.99!

This will get you the current version downloadable right away, and access to regular updates until the game is finished. You can pay with credit card or Paypal. You will receive an e-mail containing your personal license key that can be used to download all further Driftmoon versions.
Every bit of support helps us, and contributes to the development of Driftmoon. We're still some months away from the final release, but the game is progressing nicely, now that we can focus on content. Thank you for your support!

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Did I mention this awesome game we're making? I guess I must have talked about it a few times. icon_smile I updated the Driftmoon page with new screenshots, so have a look! To those who have missed those rare occasions, here's a recap: Driftmoon is an adventure-oriented RPG, with focus on storytelling, exploring and quests. Driftmoon takes up roleplaying from the days when dialogue and plot mattered, and grinding wasn’t the main point. In Driftmoon there are always plenty of things to find and people to meet, and instead of killing all of your enemies, you can sometimes talk your way through.

Features:

  • Filled with personality, wit and goodwill!
  • Explore the dungeons, wilderness and villages of Driftmoon, you never know what you might discover!
  • Driftmoon isn’t an action RPG – you don’t kill creature after creature and collect a ton of loot. You don’t need to have catlike reflexes to be able to control the character. In Driftmoon you talk with the people you meet. You may make new friends, you may find quests to solve, or you may encounter a hostile cultist of Ixal.
  • Driftmoon comes with the full editor tools used to create the game. We have our own easy scripting language, a great level editor, animation tools, the complete set!
  • You can drag things around!
  • Memorable and melodic music by the talented Gareth Meek.
PS. Something cool is happening in a week or two. icon_wink AND if you haven't done it yet, you might want to order our newsletter.

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Here's something you might find interesting, bits of random gameplay from Driftmoon. We've been working nonstop all month to get the second level completed, I think it's finally ready. Now we're on to the third area! icon_smile

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Some of you may remember that we changed the way food works in Driftmoon last spring. Now your food is slowly drained away while regenerating you health. I think it works pretty well, you can keep your health up, but it doesn't work so fast that you could eat yourself healthy in a battle. Also it gives the food some extra meaning in the game, a good reason to find it. As I added a few more food types during summer time, they started taking more and more inventory space, as they couldn't be stacked. Combining them into one fixed the inventory space problem. After that I noticed there was an extra layer of complexity in place here, you first picked up the food, then opened the inventory, then clicked the food to eat it, and it went into your food meter. Now, after my recent change, all your food goes directly into a counter whenever you pick it up, no more opening inventories to click on Evil Berries and Food Cans. Saves inventory space and mouse buttons!

driftmoon_foodcounter

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driftmoon_rocks I found myself adding a few rocks and bigger stones by hand, so I decided to make automated rocks. I actually made the rocks 3D. It doesn't show in the picture all that well, but each is a 3D object. The rocks work just the same as the trees, I can define terrain types that have them, their sizes and probability. The AI also knows to go around them. If I want to add a couple of rocks to an area, all I need to do is draw some strokes of terrain with the Rocky terrain type, and randomized rocks pop out of nowhere!

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Whenever I show Driftmoon to people who have never heard of it, the discussion always starts with me explaining why it has a top-down perspective. You know, the fact that you see the game from a bird's eye view. I usually try not to write defensive posts like this, but maybe this will save me some time whenever I demo the game. Here are a couple of the more common questions: 1. Isn't top-down perspective unnatural, people don't usually see other people from the sky? We're accustomed to seeing people sideways. That's true, the only people who are accustomed to seeing people from a top-down perspective are people who fly hot-air balloons. icon_smile Historically most roleplaying games have been top-down perspective, even the isometric view of Diablo is top-down. And why is that? Because a roleplaying game doesn't benefit from the skywards dimension, it doesn't have jumping (Ultima VIII did, but it was a bad idea). So Driftmoon is top-down because it's a roleplaying game. 2. Then why don't you just turn the camera a bit, make the game more like an isometric game? Actually, I have done that since the preview version. In recent versions the camera is about as far south as I can make it without things starting to look weird. Turning it south even more would mean we need 3D models for the characters, which I won't do since I want people to be able to mod the game easily. I've saved the juiciest question for the last: 3. It would improve your visuals if you used a sideways perspective, maybe make the characters silhouettes. Honestly, I've actually heard this from a guy reviewing games for a living. I think this was before Limbo, but after some of the first silhouette games, so I think he had something going there. Have you seen how many platformer games have that distinct Unique Silhouette Style? I think it's about 50 percent of all new platformers, so I rest my case. icon_wink driftmoon_prof_dore I like top-down. It's very rarely used these days, so it's a bit more unique than any other choice. I like how I can make tiny ants litter the floors, and almost see secret treasures hidden behind walls. As a developer, I love how I could make this Professor Dore in fifteen minutes, and not the ten days it would have taken in a 3D program. PS. If you've ever gotten disoriented or even lost in a 3D game, as I often do, you'll love the top-down view of Driftmoon.

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Someone called Nathan wanted to interview me for some schoolwork he had. Normally I would say no, since I'm really focused on making Driftmoon now, but he seemed like a nice person so I took the couple of minutes to answer him. This is for you Nathan. icon_smile

How have advancements in technology influenced your creation of games?

Since I try to make games that run on older hardware, I mean the kind of computer our mothers generally have, I'd say technological advancements haven't affected me much. When 3D became the big thing, I used it for a couple of games, but since then it's been 2D for me. I guess Driftmoon will have a much higher polygon count than Notrium had, there's been 7 years in between the two games, but that just means I have more freedom to do the kind of vivid fantasy world I want even on your mom's computer.

What is the most satisfying aspect of creating games for you?

To me that's the creation of a new world. Sort of like when you have a dream where you're in a world of your own invention, but more concrete. I like seeing all the little funny details that make the world look lived in, and thinking what else could happen here. The second best part is when I see people play my games in a way I never intended, or seeing people create ingenious mods I never thought could be possible. That always makes me feel there's something more to the game than just the stuff I had time to put in.

What is the least satisfying aspect of creating games for you?

That would be the part where you try to make sure the game works on every computer out there. With Driftmoon I've tried to do my utmost to make the game run on all common configurations, but every now and then there's a computer where it doesn't work and I have to spend days finding the cure. That's time away from making the real game, the world and quests and people, so it feels the least satisfying to me. But it's important, so I do it.

Why did you decide to become a game programmer?

I played a lot as a kid, I used to spend hours upon hours with various games. My brother was a big influence here, he was making small games when I was about 11. Of course I wanted to be like him, and I guess I sort of started there. It's a lot of fun, so I've been doing it ever since!

What would be the favourite game you have ever made and why?

The favourite of my own games would be Wazzal. It was a short project, only about 4 months, and the game isn't long either. But I kind of like the way it plays out, it's got the kind of feeling I wanted into the game. I'm hoping to do a sequel some day.

Where do you see the game industry in 5 years?

Ooh, predictions are always fun! Let's see... In a couple of years there will be a new generation of consoles heavily focused on downloadable games. I'm really hoping to see a cheap Chinese consoles where anyone can make games, but I don't think the time has come for those yet. But possibly the new internet connected TVs could do that without a console, Google TV for example. That could affect the whole industry, so better keep a lookout for that. I see the PC still a viable option for gaming, with even less AAA titles but more smaller games than ever. In fact, I think the huge game titles we're seeing today will become rarer, even on consoles, as indie gaming becomes more mainstream. But I think social gaming is the key with PC, at least for the next five years. I don't see Facebook being very useful on consoles, but you should be able to play social games on both PC and mobiles. For hardcore players like me,  the idea of more FarmVille sounds terrible, but there's definitely a huge market there. Currently the industry is dominated by the English speaking countries plus Japan and Korea. I think there will be more games from places you've never heard of making games, like India and China. I'm really looking forward to seeing their new game genres and worlds, since the Tolkienish fantasy worlds that we have are becoming quite the cliche. I still see mobile gaming on the rise, but I don't think that will become mainstream. I just can't picture my mom playing her tetris sessions on a handheld. But there's still room for growth everywhere, especially in developing countries, as smartphones become commonplace. And that's all I have to say about that.

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I've got a new version of the minimap I showed back in May. The biggest workload for me is that the revealed area is now saved in the save file, but I guess it's hard to brag about how technically ingenious my method was. So what I'm here to show you is the half an hour I spent with the user interface after the two days solid work I spent with the saving. icon_smile I added zoom controls, and out of the blue I decided to add a full map button that shows the complete map of the level.

driftmoon_minimap Here's what the full map view looks like:

driftmoon_fullmap

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