Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation since 05/07/2021 in all areas

  1. Ave! Welcome to our very first DevDiary for Expeditions: Rome. After being quiet for so long, we are very excited to finally share more about the next instalment in our Expeditions franchise. This is the first in a series of DevDiaries where we’ll be sharing insights and behind the scenes looks at Rome and its development process. To start, we’d like to share with you our vision for Rome, and maybe a little more on what the game is all about. Expeditions: Rome is a single player Turn-Based Tactical Role Playing Game set during the Roman Republic era roughly between 100BC and 40 BC, around
    5 points
  2. Ave! Welcome to DevDiary #5, where we take our first detailed look at some of the metagame features of Expeditions: Rome! In our previous DevDiary, we made a brief expedition into the world of art direction to show you how we’ve approached the challenges of bringing the ancient world of Rome to life in a way that feels authentic, yet vibrant and exciting. Today we’ll return to the world of gameplay and system design as we delve into the meta systems of Expeditions: Rome and explore how we’re selling the fantasy of being a Roman legatus on a campaign of war. This time we’re dealing with some sy
    3 points
  3. Ave! Welcome to our third DevDiary for Expeditions: Rome. In previous DevDiaries, we’ve laid out the broad strokes of our vision for the game, and we’ve delved into detail about the combat system and given you a hint of the myriad tactical opportunities introduced by our skill and item design. Today, we want to focus on what makes Expeditions: Rome a role-playing game: the story, the characters, and the way you interact with them. The story of Expeditions: Rome is built on three major pillars: its authentic historical setting, deep and compelling characters each with their own personality a
    2 points
  4. KnightofPhoenix, we grabbed your question and answered it live on-stream. Posting the time-code to help you find the answer in-case you didn't catch the stream last Wednesday (feel free to re-wind and watch the whole thing too!)
    2 points
  5. Fantastic! Thank you for that. Good to know that Lucullus himself is a family friend ;) I have 2 questions that would be great if you could address: 1. Is this Vitellius Lurco an optimate or a populares? Not that the civil war in Rome was primarily driven by ideology (afterall, both Caesar and Pompey were populares in theory), but it would be interesting if we could paint our rivalry with Lurco on the basis of ideology (so we are on the opposing side) or simply keep it a pure cynical power clash. 2. Somewhat related to the above question. Am I right in speculating
    2 points
  6. Cool stuff! A few questions for the stream: Apparently this game is going to be "much bigger" than previous titles. Does that only refer to the geographic scope or also to the amount of content? Tricky question, I know, but what would an estimate for the overall playtime be? Any insight into the sources used to research the time period and the various regions in the game? Was there any particular effort to reflect social and cultural aspects of the time, not just visual elements? I was particularly impressed with how Viking handled the former. Speaking of Viking, fairly frequ
    2 points
  7. Ave, and welcome to our seventh DevDiary. In DevDiary 5, we gave you a glimpse into the design of our conquest and legion battle systems. We explained how this made up just a part of our metagame systems, and that we would be dealing with the rest of the meta systems at a later time. That time has come! Today we will discuss the game systems that pertain to character progression: levelling up and spending your skill points, and finding items and equipment for your characters. These are the systems at the core of any self-respecting roleplaying game - the features that give you that sense
    1 point
  8. Ave Legate. Side quests! What are they? Where are they? Why are they? And how did they come to be? These are the questions that we will answer in this, our sixth DevDiary. All the way back in DevDiary 3, we gave you a glimpse into our overall approach to storytelling, and an outline of the plot of Expeditions: Rome as well as the major characters that drive it – but when you’re playing a roleplaying game, you don’t expect to just follow the main questline from the menu screen to the credits, you expect distractions; tangents; quirky adventures. You expect side quests, and so help us Jupiter, w
    1 point
  9. Ave! Today we have a special, fun treat for our 4th DevDiary. Up till now, we’ve been talking about game mechanics, story, and characters, but in each of these posts we’ve been showing off cool concept art and beautiful screenshots. For DevDiary 4, we’re going to be focusing on the Visual Style we’ve been building for Expeditions: Rome. Since the game is so big, we’ve decided to focus on the challenges we faced in recreating the environment of North Africa in ancient times specifically. We consider the Expeditions series of games to be a kind of historical fiction in game form - a fictional
    1 point
  10. Ave! Today we have a special, fun treat for our 4th DevDiary. Up till now, we’ve been talking about game mechanics, story, and characters, but in each of these posts we’ve been showing off cool concept art and beautiful screenshots. For DevDiary 4, we’re going to be focusing on the Visual Style we’ve been building for Expeditions: Rome. Since the game is so big, we’ve decided to focus on the challenges we faced in recreating the environment of North Africa in ancient times specifically. We consider the Expeditions series of games to be a kind of historical fiction in game form - a fictional
    1 point
  11. Ave! Welcome to our second DevDiary for Expeditions: Rome. In our previous DevDiary (link here), we covered the vision for Rome and what the game is about overall. We also discussed this live in our first DevStream which you can watch a replay of here (link here). For DevDiary 2, we’re going to get a little more specific and take a deep dive into our core combat system. So gear up and let’s get started! Combat in Expeditions: Rome is predominantly expressed through turn-based tactical gameplay. While the legions fight the bigger battles for you on the world map, you and your elite team of
    1 point
  12. Ave! Welcome to our second DevDiary for Expeditions: Rome. In our previous DevDiary (link here), we covered the vision for Rome and what the game is about overall. We also discussed this live in our first DevStream which you can watch a replay of here (link here). For DevDiary 2, we’re going to get a little more specific and take a deep dive into our core combat system. So gear up and let’s get started! Combat in Expeditions: Rome is predominantly expressed through turn-based tactical gameplay. While the legions fight the bigger battles for you on the world map, you and your elite team of
    1 point
  13. 1. Most important question of all contemporary RPGs: can you keeees? 2. I liked the Viking companions quite a bit, do they have a comparative level of focus in Rome? 3. Since you're leading a legion is the focus squarely on military might or can you negotiate/backstab/ally with various parties as in Viking? 4. I liked the versatility of the skills in Viking, between social, combat, support and passive skills you could make someone unique, interesting and well rounded (or an obscenely useful charicature) what do these systems look like in Rome? 5. I liked having a home base
    1 point
  14. We wish our forums to be a place for everyone to be able to have an open discussion about our game and to make sure of this we added a few guidelines. - Respect for fellow community members. - Any and all feedback is welcome just be civil about it. - Do not beg devs for favors. - While our game contains quite a lot about religion as well as politics we ask that you keep these subjects game or game-era related. - Make sure to keep your posts on topic. - No spam/flooding. - No advertising. - No adult content. - Always listen to admins/mods. All rules can be altered an
    1 point
×
×
  • Create New...