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Kingy

Upcoming Titles

21 posts in this topic

Just curious if there's any available list of any upcoming titles available anywhere other than the vague

 

"What Are We Working On Now? We are working on a fancy remaster of our all-time most popular game. It’ll be a while before we have hard information. But it’s happening."

 

that appears on the front page. I realise with Jeffs work load there's likely only ever one title in the works until it's pumped out then on to another, but just wondering if there is a rough release schedule or a list where potential upcoming titles etc may appear

 

Any replies are much appreciated,

 

Kingy

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date.jpg

 

Also what time zone is this forum on because Im in NZ and thats still 6 hours ahead of me haha

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Current - Avernum 3 remake

 

Next - ?

 

Jeff has mentioned a new game with a new game engine is in the works. Jeff hasn't been real informative with his schedule since he's been slowing down with illnesses and old age (the young whippersnapper). :)

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Current - Avernum 3 remake

 

Next - ?

 

Jeff has mentioned a new game with a new game engine is in the works. Jeff hasn't been real informative with his schedule since he's been slowing down with illnesses and old age (the young whippersnapper). :)

 

Yea that's kind of what I figured, hes not a spring chicken any more. I do pop in every 6 months or so to check and see if there's any new information or games, but was just wondering if there was another location I had missed that had better details.

 

Thats no worries though, appreciate the responses and I'll just keep up my periodic visits until I get suckered into the next title that gets released

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You are better off looking at his blog where he occasionally posts about his games. Sometimes he talks about what he's doing before the release.

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Posted (edited)

Next title is Memeforge.

 

The [bad people] control the normies via memes and their word is law.

 

While training to become a new [bad person], your ISP crashes and you land on a forum that has been buried for 200 years.

 

After necro-ing the hell out of the three major sub-forums, you must choose where you want to [spam] all your new memes.

 

The [bad people] however, will not be happy.

Edited by Triumph
Cleaning up a little

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Obviously a remake of the the forum warz of '04 and '05. Forum 13 Forever!

 

Separate note, ever wonder if Emperor Tullegolar was actually Milo Yiannopoulos?

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From Jeff's most recent blog (March 29, 2017):

 

"Next year, I am going to write an all new game engine and series. I think it's going to be really neat and different from what I've done before, and I'm excited about it. But I'll tell you this: Its development is going to be LEAN AND MEAN.

 

I'm using as little custom art and music as I can. (Working title is "Unity Asset Store: The Game.") Any way I can cut costs and still maintain a constant art style and game quality, I will take it, and I won't apologize. This market doesn't allow for blowing money unnecessarily anymore, at least not for me."

 

http://jeff-vogel.blogspot.com/2017/03/writing-indie-games-is-like-being.html#comment-form

ikbendeechterichard likes this

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I'm using as little custom art and music as I can. (Working title is "Unity Asset Store: The Game.")

 

long, long sigh

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Also known as that one chapter of Life is Strange

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long, long sigh

This could honestly be an OK thing. Some of the most evocative SW art came about for games where SW had fewer resources.

 

I also suspect that this has far more relevance to the huge professional paintings that there have been gobs of in recent games, than to basic terrain tilesets, creatures, and other things that Jeff has been using his own stockpile of since 2002.

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If you come to Spiderweb for custom art and music, I think you're coming for the wrong reasons, because the art and music have never been the high points. The gameplay and the writing have always been the high points. I hope that will continue to be so in the new game.

Triumph likes this

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Besides if Jeff isn't paying for custom art and music he is less likely to raise prices to cover the cost.

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I also suspect that this has far more relevance to the huge professional paintings that there have been gobs of in recent games, than to basic terrain tilesets, creatures, and other things that Jeff has been using his own stockpile of since 2002.

 

We can hope.

 

I'm not concerned that the game itself will be bad, of course. I don't think Spiderweb is actually capable of putting out a bad game at this point, given the level of experience Jeff has, and I don't think Spiderweb ever HAS put out a bad game. My concern is that cutting costs and using premade assets might harm the game's prospects.

 

In that blog post Jeff talks about the "discoverability" problem devs have on storefronts like Steam, and it strikes me as ironic that he then talks about using Unity Asset Store stuff, which can only make his game less distinctive and memorable, because for any given asset you get from the Unity store, at least a dozen other games on Steam are gonna be using it.

 

I dunno, it just gives me a creeping bad feeling... I have a friend who released a Unity game on Steam, with 100% original assets, backed by a decent-sized publisher (which had published other games that were hits on Steam), with sexy professional commissioned banner art... and it flopped, likely because it really still didn't stand out very much from the crowd.

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I think Jeff can't hope to compete on graphics. He can throw a moderate amount of money at the problem for no benefit or huge amounts of money for questionable benefit; his games just aren't pretty and making them so would be a huge investment. Where he does have an advantage is a built-up brand. He's not in the boat of yet another unknown release on Steam. There are people watching for his releases, and there's good word of mouth. That's a huge thing for a tiny business.

 

Granted, I'd appreciate prettier game. I think there's a lot of room between high-res 3D fancy stuff and the honestly ugly, not-quite-cartoony graphics Spiderweb has been using. But I don't think Jeff really gets all that much marginal utility out of making things prettier.

 

—Alorael, who sees graphics as one of the huge cost bottlenecks of games. Programming is a skill, but you can learn it. Writing is a prerequisite to story-driven games. But it's hard to get those qualities recognized if your art is no good, and even a rather bad game will still get a lot of attention if the eye candy is eye-catching enough.

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If looking for a new engine > OpenMW, as it is release is "close" and it will be for the time being (..) a very good option.

 

Especialy of course as to Heroic Fantasy of course, this being the setting for Morrowind, a pack with the req for base worlds in the others style is being constitued.

 

Of course, its a 3D engine, with scripts, and quite a lot of others area to go and master. Where the editor is develloped alongside the engine (no surprise it is ?, Talking ElderScrolls here, somewhat).

 

To be seen in any case. Best of luck to you, Jeff !

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On 2017-4-9 at 3:01 AM, Randomizer said:

From Jeff's most recent blog (March 29, 2017):

I'm using as little custom art and music as I can. (Working title is "Unity Asset Store: The Game.") Any way I can cut costs and still maintain a constant art style and game quality, I will take it, and I won't apologize. This market doesn't allow for blowing money unnecessarily anymore, at least not for me."

 

No problem for me. Good to hear you  are gonna make something new. You got my support !

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