As promised, we just released the first Trailer of Chaos Chronicles. Yes, it still does show a work in progress stadium, but we didn’t want to postpone the video again. The old grid is still shown in some scenes but we still hope that you like it!
And with the first trailer being available now we’d also like to confirm that Chaos Chronicles has been approved by Steam. So yes, the game will be available there once it’s ready. The product page itself should be available very soon however. And yes, we’d also like to confirm that we are in discussions with several other digital platforms as well.
Please keep in mind that all materials shown in the trailer are still work in progress.
It’s time for an update. The last days we’re pretty much full of work. Some of you may have noticed that we also posted some screenshots here and there on several forums or provided some sites with new material (e.g. the guys from RPG France who did an interview with our producer). Now we have added all the screenshots to our very own media-section, too. Yes, that’s an unusual thing for us. So far we just released a batch of new screenshots once per month. And it’s not yet December. So, why are we doing this?
Well. We’d like to announce today that there won’t be new screenshots in December. We’d also like to announce the reason for that. We promised a trailer several times before. And now we can officially say that the trailer indeed isn’t far away anymore. Instead of static screenshots you’ll see Chaos Chronicles in movement for the first time in December. And not at the end of December but much, much earlier. It will, of course, contain a lot of WiP-material. A short example: If you have read our blog for quite a while you’ll notice the old grid here and there. With the release of the trailer another small announcement will be made – just as a little hint.
Just a few thoughts: Isn’t it funny that so many games which are set in a somehow-medieval setting have so many futuristic gadgets included? Just a little example: Go into a dungeon and have a look at the map. Of course, a map is needed. Otherwise the player can easily lose his or her orientation. But often the maps are atmosphere-breakers. This is caused by the way they are used. Usually they just consist out of a screenshot from the whole dungeon from far above. Some markers here, some markers there. Ready is the map.
That’s the easy way. But in our eyes it doesn’t fit in such a setting. There is no system like GPS, there are no satellites in such a setting. Yet the maps of the dungeons usually give the player the impression there might be such things. That’s why we chose to go for hand-drawn maps for each dungeon. This fits better into the setting, doesn’t damage the atmosphere. The maps do display the dungeon but it doesn’t feel like you are using some superhighend-technology. Here’s a small comparison-shot of the Map from above and the drawn map for it (still WiP).
UPDATE: Due to your feedback, we changed the style for our Dungeon Maps to a more hand-drawn style. Thanks for your contribution!
As of now we have covered a lot of topics on the blog already. And yes, we know that we owe you still an update for the combat system. And this one will take some more time as we’d like to stay in time and therefore need to continue working. And you may understand that in a turn based RPG especially the combat system is of great importance. And it still needs some time before we are convinced that what we have to show won’t disappoint you. Having said that, let’s have a look on the sound design.
It’s an obvious thing: Atmosphere is not only created by graphics or by gameplay but by so many factors, it’s hard to even count them. Atmosphere is what you have if you put everything together and everything fits. And one of the most important things to create a deep atmosphere is the sound design. Think about it: What would an RPG be without epic combat themes, an epic main theme? But not only the music is of importance. The details make the difference.
But what are details? Let’s talk about one. If you look back at games like the Realms of Arkania series you’ll find a lot of details which nowadays aren’t used anymore, which is a shame. For example have look at the inventory. When you did put some new leather gloves to one of your characters a little sound appeared. Over the years the sound design in this case has changed: What happens these days when you put on some new clothes? Right. A little bling bling sound can be heard. In some cases it’s more atmospheric. But often it’s just a non-saying something. That isn’t bad at all, but it doesn’t create atmosphere. Back in the days you had different sounds. Not for each item, but for different item-classes. For swords, for leather gloves, for steel gloves, for helmets. You had little sounds which told you: Alright, you just put on a heavy armor. And you knew it just by the sound.
And that’s exactly what we want to achieve in Chaos Chronicles. Sure, not every item will have it’s own sound (if we did that we could ship the game on several Blu-Ray discs just because of the massive number of sounds), but there will be a lot of small sounds for several item-classes. If you change from a dagger to a heavy sword, you’ll hear a steel-sound, the leather gloves will lead to a different sound and so on and so on.
Many people don’t realize how much impact such a little detail has on the atmosphere but once you’ve tried it, you’ll feel kinda weird if you play a modern RPG where this little detail is missing. Cause you’ll expect it to be there. We even didn’t believe our own ears and that it made such a difference. But it did. And it will.
We are right now preparing some massive updates regarding information about the combat system and the worldmap. This still may take some time. But we don’t want you to get bored and therefore we updated our media-section with a batch of new screenshots. So head over there and CLICK HERE.
With those new screenshots we just want to give you a little update on the progress of level creation and a short overview about some settings.