![]() ![]() After the Kickstarter Chris will tally up the order quantiles for materials and place orders with the vendors we've got lined up. We've identified vendors to produce prototypes for all feelies and have firm price quotes from them to order at scale. Our programmers will not be distracted from their work by these logistical tasks.Īdditionally, much of the work of vendor selection has already been done. Specifically with regard to the production and delivery of physical items, we have a team member (Chris Torrence) whose role is dedicated to this aspect of the project. ![]() The game itself will be released regardless. We are of course a part-time team, as nobodies income depends on the outcome of the Kickstarter, which was launched to fund the production of the boxed collector's edition. Our mission is to develop a modern evolution of the Apple II RPG genre, while exploring how gameplay might have advanced in tile-based RPGs if large scale development had continued on the Apple II platform after the 1980s. The Nox Archaist project is very fortunate to have a multiple people, 11 in fact, with diverse skills and experience working on the project. Nox Archaist, by 6502 Workshop, is a 2D tile based fantasy RPG with a classic Apple II look and feel. Our goals for this project are to capture the retro-gaming experience from the 1980s and explore what might have happened if commercial RPG development had continued on 8-bit computers to the present day. Thanks of the opportunity to speak to them. Nox Archaist is a tile-based, 8-bit, sword-and-sorcery role-playing game modeled after the iconic games of the 1980s. Thanks for the well wishes! You make some very good points. #NOX ARCHAIST SHATTERED SWORD A2CENTRAL SOFTWARE#I wish we could fund these software production efforts without the potential distractions of physical production and shipping. It's hard to ship a well balanced, quality story, robust computer RPG. This game is a top down RPG like Ultima 3 but with a identity all it's own. ![]() I want the team's time spent on shipping the game, not trying to figure out who can make the best colored boxes or cloth maps at scale. With regard to the kickstarter, though, I'm worried that emphasizing "feelies" will distract from the development of the game. I wish the developers all the success in the world. I've watched the previews for years and can't wait to play this game. First off, I'm super excited about this project. ![]()
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