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THQN Brad

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Everything posted by THQN Brad

  1. Ave! It’s release week! In a mere four days (count them!), Expeditions: Rome will be released to the world in all its glory, and you will finally be able to continue your demo playthrough into the full game. Will you manage to save Cotta from the clutches of Mithridates? Will Archelaus prove to be a useful hostage if you left him alive? Will Julius Calidus ever drop the act and admit to very clearly being a woman? You’ll find out soon! Today’s subject is one we’ve been deliberately saving for last, since it concerns our most impressive set-pieces. One of the main challenges we’ve always had i
  2. Ave! It’s release week! In a mere four days (count them!), Expeditions: Rome will be released to the world in all its glory, and you will finally be able to continue your demo playthrough into the full game. Will you manage to save Cotta from the clutches of Mithridates? Will Archelaus prove to be a useful hostage if you left him alive? Will Julius Calidus ever drop the act and admit to very clearly being a woman? You’ll find out soon! Today’s subject is one we’ve been deliberately saving for last, since it concerns our most impressive set-pieces. One of the main challenges we’ve always had i
  3. Ave! Welcome to DevDiary 15, and boy do we have a doozy for you this week. It’s companion week! Every day starting today, we’ll be releasing a new video about one of our five companion characters, introducing the role they play in the story as well as in combat, and hinting at the personal problems they’re saddled with, which you will hopefully help them deal with throughout your adventures together. We have a lot to get through today, so let’s get started. Companions are a staple of the roleplaying genre. Originally an attempt to emulate the dynamics of a tabletop RPG group, they have beco
  4. Ave! Welcome to DevDiary 15, and boy do we have a doozy for you this week. It’s companion week! Every day starting today, we’ll be releasing a new video about one of our five companion characters, introducing the role they play in the story as well as in combat, and hinting at the personal problems they’re saddled with, which you will hopefully help them deal with throughout your adventures together. We have a lot to get through today, so let’s get started. Companions are a staple of the roleplaying genre. Originally an attempt to emulate the dynamics of a tabletop RPG group, they have beco
  5. Ave and happy new year! Although the Logic Artists office has been closed between Christmas and the new year, several members of the team have enjoyed hanging out on our Discord server to chat with all of you who are eagerly awaiting our fast approaching release date. We’ve also been monitoring the Steam forum to see what you guys thought of the demo, and the reception has been heartwarming. It’s truly wonderful to see how much you loved what we showed you of the game, and if possible, we’re now even more hyped about releasing Expeditions: Rome to the world on the 20th of January (this month!)
  6. Ave and happy new year! Although the Logic Artists office has been closed between Christmas and the new year, several members of the team have enjoyed hanging out on our Discord server to chat with all of you who are eagerly awaiting our fast approaching release date. We’ve also been monitoring the Steam forum to see what you guys thought of the demo, and the reception has been heartwarming. It’s truly wonderful to see how much you loved what we showed you of the game, and if possible, we’re now even more hyped about releasing Expeditions: Rome to the world on the 20th of January (this month!)
  7. Ave, and welcome to our lucky 13th DevDiary. It’s been a very big week for us since diary 12 just last week – you’ll notice the schedule has sped up now that we’re getting closer to release. The Christmas break will put the brakes on that for a few weeks, but we wanted to be sure to get one more DevDiary out before the holidays seeing as how we just released our public demo of Expeditions: Rome. That’s right! If you haven’t already, you should immediately proceed over to Steam to download our demo and give the game a spin. It’s a frankly huge demo, letting you play the first 4-6 hours of
  8. Ave, and welcome to our lucky 13th DevDiary. It’s been a very big week for us since diary 12 just last week – you’ll notice the schedule has sped up now that we’re getting closer to release. The Christmas break will put the brakes on that for a few weeks, but we wanted to be sure to get one more DevDiary out before the holidays seeing as how we just released our public demo of Expeditions: Rome. That’s right! If you haven’t already, you should immediately proceed over to Steam to download our demo and give the game a spin. It’s a frankly huge demo, letting you play the first 4-6 hours of
  9. Ave! Welcome to DevDiary 12, and this one is going to be special. This week, we’ll be discussing how we’ve collaborated with Twitch extension development expert Muxy to build the most ambitious, expansive Twitch extension to ever exist for any game. This has been an effort that has stretched across many years, with collaborations with many different entities, including some streamers themselves. We’re incredibly excited about sharing these details with you! We’ve spent time with streamers, talking with them about the challenges they have with strategy games. While fun to play, they can be
  10. Ave! Welcome to DevDiary 12, and this one is going to be special. This week, we’ll be discussing how we’ve collaborated with Twitch extension development expert Muxy to build the most ambitious, expansive Twitch extension to ever exist for any game. This has been an effort that has stretched across many years, with collaborations with many different entities, including some streamers themselves. We’re incredibly excited about sharing these details with you! We’ve spent time with streamers, talking with them about the challenges they have with strategy games. While fun to play, they can be
  11. Ave! Our music event that launched two weeks ago is still ongoing, and since we’re all in an auditory mood already, we thought it would be good to stay in that general area by delving into the topic of actors and directors of voice-over. It’s no secret that roleplaying games tend to be on the verbose side. Though we here at Logic Artists have always prided ourselves on writing more concise and less waffling dialogue than our competitors, our games have always been long and heavily story-based, so inevitably our dialogue word count always ends up in the hundreds of thousands. As an indepen
  12. Ave! Our music event that launched two weeks ago is still ongoing, and since we’re all in an auditory mood already, we thought it would be good to stay in that general area by delving into the topic of actors and directors of voice-over. It’s no secret that roleplaying games tend to be on the verbose side. Though we here at Logic Artists have always prided ourselves on writing more concise and less waffling dialogue than our competitors, our games have always been long and heavily story-based, so inevitably our dialogue word count always ends up in the hundreds of thousands. As an indepen
  13. Vindobona, Noricum / Hafnia, Daniae, Novembris XVII., MMXXI: When in Rome, you want it to sound right. Logic Artists has worked together with composer Thomas Farnon, who created music for movies like The Dark Knight Rises, Hacksaw Ridge and Wonder Woman, TV-Shows like The Crown and Sherlock, and games like Assassin's Creed 3 and... Expeditions: Rome. Two orchestras with over 130 musicians and 6 soloists made the compositions come to life - Expeditions: Rome will feature over 75 minutes of music. Check out the teaser for Making the Music of Rome on YouTube: If you
  14. Vindobona, Noricum / Hafnia, Daniae, Novembris XVII., MMXXI: When in Rome, you want it to sound right. Logic Artists has worked together with composer Thomas Farnon, who created music for movies like The Dark Knight Rises, Hacksaw Ridge and Wonder Woman, TV-Shows like The Crown and Sherlock, and games like Assassin's Creed 3 and... Expeditions: Rome. Two orchestras with over 130 musicians and 6 soloists made the compositions come to life - Expeditions: Rome will feature over 75 minutes of music. Check out the teaser for Making the Music of Rome on YouTube: If you
  15. Hey Guys! Thomas here, the composer for Expeditions: Rome - I wanted to talk a little about the scoring of Rome, the process, the recording, and some cool and unique things we got to do with this score. We recently recorded the entire score, around 75 minutes so we’re all done, and I’m really looking forward to sharing it with you guys – I started writing the score in March 2020. It was clear from early conversations with Brad, Jonas and Justin that it’s a hugely complex and challenging game. The initial conversations to do with score were centred around finding the tone for the four distinct
  16. Hey Guys! Thomas here, the composer for Expeditions: Rome - I wanted to talk a little about the scoring of Rome, the process, the recording, and some cool and unique things we got to do with this score. We recently recorded the entire score, around 75 minutes so we’re all done, and I’m really looking forward to sharing it with you guys – I started writing the score in March 2020. It was clear from early conversations with Brad, Jonas and Justin that it’s a hugely complex and challenging game. The initial conversations to do with score were centred around finding the tone for the four distinct
  17. Ave, and welcome to our ninth DevDiary. If you were expecting something spooky, you’re in the wrong place: Ancient Rome obviously did not observe All Hallows Eve. Come back on December 17 for the Saturnalia. Lately our DevDiaries have been delving into very concrete and specific game systems, with diaries discussing character progression and the specifics of the crafting mechanics. Today we’re going to take a step back from all that and look at a more high-level aspect of our game design: how we strive to support multiple play styles. Different play styles have always been an important part
  18. Ave, and welcome to our ninth DevDiary. If you were expecting something spooky, you’re in the wrong place: Ancient Rome obviously did not observe All Hallows Eve. Come back on December 17 for the Saturnalia. Lately our DevDiaries have been delving into very concrete and specific game systems, with diaries discussing character progression and the specifics of the crafting mechanics. Today we’re going to take a step back from all that and look at a more high-level aspect of our game design: how we strive to support multiple play styles. Different play styles have always been an important part
  19. Ave! You have discovered our eighth DevDiary. Last time, we went over all the character progression systems in the game, including how the loot system works – but there was one part of that we didn’t have time to touch on: Crafting. In roleplaying games, there are typically three ways to acquire new equipment: you can loot it off dead enemies, from treasure chests etc., or you can purchase it from a shop with your hard-earned gold, or you can roll up your sleeves and craft it yourself. Each method serves a slightly different purpose: loot drops are rewards for combat or exploration but are ty
  20. Ave! You have discovered our eighth DevDiary. Last time, we went over all the character progression systems in the game, including how the loot system works – but there was one part of that we didn’t have time to touch on: Crafting. In roleplaying games, there are typically three ways to acquire new equipment: you can loot it off dead enemies, from treasure chests etc., or you can purchase it from a shop with your hard-earned gold, or you can roll up your sleeves and craft it yourself. Each method serves a slightly different purpose: loot drops are rewards for combat or exploration but are ty
  21. 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
  22. 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
  23. 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
  24. 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
  25. until
    Join Brad and Jonas as we talk about the Side Quests of Rome on https://www.twitch.tv/thqnordic
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