Jump to content

Rhinestone Jedi

Member
  • Content count

    78
  • Joined

  • Last visited

About Rhinestone Jedi

  • Rank
    Mercenary
  • Birthday June 25

Contact Methods

Profile Information

  • Gender
    Male
  • Location
    : Los Angeles
  • Favorite Games
    Avernum, Final Fantasy IX, Grandia II, Tiddledywinks
  • Interests
    Meat

Recent Profile Visitors

753 profile views
  1. Rhinestone Jedi

    What Exile/Avernum you begin with ?

    Nostalgia is a powerful thing. Even though sentimentally I prefer the Exile trilogy, the recent Avernum EFTP, Avernum 2 CS, and Avernum 3 RW, are much better to play. My opinion only, of course.
  2. I've been itching for more Spiderweb style games to play, and just beat Age of Decadence last month... but then I thought, well duh, why not just play more Spiderweb games. I tried to dive into Geneforge 1, and... I think I have to wait until the remakes to play it. The field of view and inventory management are the two most immediate glaring things to me. I'm really looking forward to the Geneforge remake series from a UI/QoL perspective, and I hope Jeff's able to retain all of what made Geneforge so special the first time sixteen years ago.
  3. Rhinestone Jedi

    What Exile/Avernum you begin with ?

    The CD I had was a 2-CD package called "Over 1000 Games - Complete Encyclopedia of Games by Microforum," - the cover was black with a couple gold colored spaceships. Besides Exile 3, I used to play WinWar2, Age of Sail, DX Ball, Crime Fighter, Bad Toys 3D, Cheese in Space, Hugo House of Horrors, Modor 2, Pandemonium, Warheads... Good times.
  4. Rhinestone Jedi

    RPGs - Best World Tech?

    I kind of like the medieval sword and sorcery feel, that can have a dash of steampunk (but not everywhere steampunk). Avadon with its tinkermages is a good example, or Final Fantasy 9 is a good example.
  5. It ended at 98,992, so $1008 Ameribucks short of the 100k stretch goal. If it would let me, I'd bump my pledge from 200 to 208 to make it a cool 99k, but it seems it's already closed. Still, that's a massively successful kickstarter. It was also an impressive final push given how nonchalant the last update seemed. And I wonder if that nearly 99k is close enough to 100k for Jeff to get at least some sound work done, if not full production. I'm honestly ok with how Spiderweb games sound but maybe that's because I'm so used to them and have been playing them for upwards of two decades. Congratulations SpidWeb! Can't wait to play the game.
  6. Rhinestone Jedi

    Finished Spiderweb games - recommendations for similar RPGs?

    I wasn't sure if this was worthwhile to start a new thread over, but I just re-played through Age of Decadence a couple times (It's only $4.99 right now on the Steam sale, at least in Ameribucks...). Really looking forward to Queen's Wish, but needed something to scratch the itch meanwhile. Anyway, I thought I'd offer a little compare/contrast about what I think Spiderweb does better than Iron Tower (AoD dev), and what Spiderweb could maybe learn from them - or at least where I think AoD shone. I'll start with what I liked: -The Stash. I would guess the idea was borrowed from Diablo or such, but it's still a nifty feature in Age of Decadence. You can put stuff in whatever chest throughout the game and it will remain in that chest, but there are very certain ones that are linked. In the major towns, when you buy a room at the Inn, your room will contain a chest that's "My Stash," and if you put something into your stash (in your inn room) in one major town, you can access that same stuff/stash in another major town. It's a nifty feature, and I wouldn't mind seeing that find its way to Spiderweb - let's say, the PC's house, Kriszan, Fort Emergence, Shayder, Lorelei, and Tevrono. -Attack aiming. With your weapon in AoD, you can go for a regular attack, a body blow, a hit to the legs, a headshot, etc, all with different potential status effects. I guess in Spiderweb games you can do this with skills, but I kind of like the way it works in AoD, and I wouldn't mind seeing something similar as another layer for PCs who were fighting with weapons. You can use a spell, a technique, a skill... or just a plain old normal attack, which you can aim at the torso, or the legs, or head, or whatever. Could be a vehicle for making the skill trees interesting. -In AoD I kind of enjoyed some of the in-fight commentary from your opponents. LIttle things like "Oh damn, I'm bleeding" or "That'll show you" - and plenty of cursing, though I don't know if I'd want Spidweb to go that far. After all I probably wouldn't have been allowed to play Exile 3 back in the day in that case. I know that select fights in Spiderweb games have "cutscenes", but the banter in everyday fights was a nice little bit of flavor. -I liked that you could play the game as, essentially, a diplomat (or a smooth-talking scoundrel), and win the game with a body count of zero if you wanted. Not practical in Avernum where you're literally fighting monsters, but it's a fun way to approach political encounters. -I liked the story and the way that you could have major effects on the world and ending(s) with your decisions, but this is something Spiderweb games deliver in spades too. Still, it makes the game worth a playthrough for someone who's into Spiderweb games for similar reasons. ~ Here's what I either didn't like, or at least think Spiderweb is clearly better at: -The camera, oh my goodness. AoD is an isometric game, and so are many Spiderweb games, but the camera in AoD is just horrible. You can get lost in the bad 3D, your view gets obscured very often, there's a high "where the heck am I" factor - and to top it off, there's no minimap. Navigating and following your character break the immersion of an otherwise mostly very good experience. -I mentioned that I like the stash in AoD, but otherwise, Spidweb has it beat in QoL features. The junk bag (which I suppose is essentially a mobile stash), the multipurpose hotbar, the minimap, the special item inventory, and I'm sure other items I'm not thinking about right now, these are all positives for Spiderweb, and playing a "similar" game that lacked them, made me appreciate them all the more. -One of my playthroughs I beat the game without even hearing of the antagonist, let alone meeting them. I also would sometimes get dialogue and decision options that referenced people I've never met, or caused me to do things my character should've had no idea about. While I don't necessarily want the story to be railroaded (hi Avadon), I want to at least experience it some. It just felt a little weird occasionally and I can't really elaborate because spoilers. -Another point where I need to tread carefully because spoilers, but - the endings. There are a wide array of endings you can achieve in the game, but they all feel very abrupt. When I invest a large amount of time into a story game like this, I want to really enjoy the ending. In AoD, you get a 3 or 4 screen slideshow with a few sentences each and then the title screen. It felt abrupt and unsatisfying. Modern Spiderweb games are better at unfolding endings (even if I'm still sad about Avernum 3: Ruined World basically having a "you win" screen... I know it's a remaster but I would've loved a fleshed out ending sequence like the more recent Spiderweb games). -Speaking of Endings, I would've appreciated a heads up that I was about to enter endgame and needed to go back and tie up anything else I wanted to do, before proceeding. Like you get in Avadon, for instance. -In AoD, there could be massive chunks of content you could make inaccessible depending on a single dialogue choice. I know you can't see everyting in a Spiderweb game in one run either, but I felt like in AoD there were too many things you could irreversably miss out on by saying one thing or the other, and it's a bigger deal when the world is so much smaller. You could say this is balanced out by the game being shorter to complete but, if you like to play thoroughly it still takes quite a while, and it isn't satisfying to miss out on such a large number of things per playthrough. -20 year old sprites look better than bad 3D and I have a strengthened understanding/appreciation for your equipment not showing up on your avatar in Spiderweb games. AoD had some nice environments but some ugly characters. ~ tldr: Age of Decadence scratches the itch and is worth picking up during the sale, but Spiderweb games are still better.
  7. I wonder how much of a pain it's going to be for Jeff, working with 20-25 people who get to create something, and another 45-50 still who get to name something on top of that while he's still trying to finish making the game after all. Might be a good interview question to ask him a year from now or such.
  8. I was pleased to see the nice newsletter today, and it looks like the newsletter gave a nice little bump to the kickstarter, too. Looks like it needs to average about $2k/day until the end to hit the sound design goal.
  9. Rhinestone Jedi

    Let's talk about bees

    They're also in terrible danger. People, careful not to fill your lawns with chemicals and herbicides. Bees need violets, honeysuckle, clover, even dandelion.
  10. I can't think of anything quite just like Blades but there's always rpgmaker. I'm not going to try but it makes me wonder what's the closest approximation of a Spiderweb type game you could get on gamemaker or rpgmaker.
  11. Rhinestone Jedi

    WE'VE WON

    I'm excited. Once we get to the Geneforge 5 remake it's going to be like year 2030... are we going to get there, and what are Mac/Windows even going to be like at that point?
  12. Friday I got paid, settled my bills and my monthly budget, and I went ahead and tossed in $200. If it turns out likely that Jeff will be using kickstarter again, then I'll budget a bit beforehand. Spiderweb Games have been my favorite games since the 90s and I'm looking forward to whatever Queen's Wish can become. I also went on GoG and picked up Escape from the Pit and The Black Fortress before their summer sale ended - I already have all the games on Steam, but I thought of it as a mini extra show of support. I had a funny thought. If he hits his 100k goal, and the audio producers do a fantastic job... will top notch audio seem a bit disjointed in a game with Spiderweb visuals? Anyway, now I've got to start thinking about the naming thing...
  13. Yes, imagine the kickstarter raised so much money that Jeff was forced to hire voice actors. I can hear Hugo Weaving (or Mandy Patinkin) saying "Aba Boot Bucker" already.
  14. Rhinestone Jedi

    What Exile/Avernum you begin with ?

    My first was Exile 3: Ruined World, back in the 90s.
  15. Rhinestone Jedi

    Queen's Wish - SW Blog Post

    It looks like it's going to easily surpass the 70k mark to get the Vahnatai realm. Although he didn't specify goals beyond 70k, I wonder if he's got anything in mind to correspond with additional milestones. I know he didn't want to name a ton of stretch goals because he wanted to make the game he wanted to make. And he may not want to update a sprite just for the sake of doing so if he happens to like his dragon sprite, etc. But I'm genuinely curious whether there are artwork goals, music goals, feature goals, etc. I also wonder if Jeff would ever consider going the DLC route. I think that probably has pros and cons from a developer's perspective. Off the top of my head, Pillars of Eternity was great, but then they released White March 1, White March 2, and it was extra content for existing games that just had to be integrated into the existing game... but is now almost considered essential to buy. But then there are people who won't buy the base game unless it's on sale or is bundled with the DLC. I prefer the current Spidweb model where you buy the full game, you get to enjoy it as such, and that's that... but I do wonder whether it's something Jeff's thought about. My number one hope is that Queen's Wish is friendlier to language mods than Avadon/Avernum. I would totally work on translating Queen's Wish into French, for instance, unless it's basically futile to do so because of a bunch of text being hard coded instead of referenced.
×