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lowyhong: Heh I first got to know about you through Bikez II, back in 2002 (2003?). When are we gonna see a sequel to that :P. But seriously, I really loved it. Bullet Time + Carmageddon with bikes is a combination that just can't go wrong lol.
It's no small wonder, there have been millions of Bikez II players, even though it's not one of my own favourites. ;) I'm not ruling out a sequel to that, but I think the GTA series did pretty well as a sequel to Bikez II - GTA 3 came out a year after it.

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Damuna: What's character creation like?
And what can you tell me about the game mechanics?
The game mostly focuses on exploration and adventure, so character creation mostly happens during gameplay. The idea is that once you get to know the game better you'll know which skills and attributes you want.

The game mechanics are standard RPG stuff, exploration, dialogues, combat. If you've ever played a Bioware game you'll have some idea of how Driftmoon might play. We're making it as interesting and fun as we can, so we're focusing on our strong points, adventuring, exploring and all the fun little details. :)
Post edited November 20, 2010 by ville.monkkonen
Cool. Any idea when it will be up on digital distribution platforms like Gamersgate and Steam? Also, will there be a retail version?
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lowyhong: Cool. Any idea when it will be up on digital distribution platforms like Gamersgate and Steam? Also, will there be a retail version?
We're not going retail, but I'm hoping that we'll get to Steam and possibly other platforms. We haven't started any talks with them yet. You can always improve our chances of appearing on Steam by demanding them to get Driftmoon. ;)
Just bumping to let every one know that last December, Ville received the €50.000 (~$66.000) Sammon Tekijät Award for creativity and innovation from Finnish Ministry of Education and Culture.

Also 3rd alpha version is out.
I was about to bump this thread. I think I'll pre-order the game when I'll get my next paycheck. Forum and videos convinced me. I'm not a big fan of the top-down view though, but I'll get over it.
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Cambrey: I'm not a big fan of the top-down view though, but I'll get over it.
That's the only thing that turns me off, from what I've seen of it. But I think I can get over that too. I'll likely pre-order as well.
Yeah, the straight-down view bugs me, I have never liked that. I'll read and watch the material though.
Bumpage.

So, I did pre-order the game last month. I could play the beta now if I wanted to, but I prefer to wait for the official release, to have a nice "bug-free" game.

I still don't see any release date, and unless I missed it, I don't see any announcement on the forum. Not that I am worried, but there isn't any message on the forum since January 23rd. Did I miss something ?

Edit : I signed up for the newsletter when I purchased the game.
Post edited March 01, 2011 by Cambrey
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StingingVelvet: Yeah, the straight-down view bugs me, I have never liked that.
I've never really liked that view either, but what really bothers me about this one is that you can see the different levels of height moving independently of each other...the upper-most level moves at a different rate from the characters & they both move at a different rate from the mid-level. Its quite innovative & more realistic, but I get vertigo when I look downward from anything higher than (say) a 2nd story glass elevator.

So that level of "realism" from this game only serves to make me dizzy. :-(
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Cambrey: Bumpage.

So, I did pre-order the game last month. I could play the beta now if I wanted to, but I prefer to wait for the official release, to have a nice "bug-free" game.

I still don't see any release date, and unless I missed it, I don't see any announcement on the forum. Not that I am worried, but there isn't any message on the forum since January 23rd. Did I miss something ?

Edit : I signed up for the newsletter when I purchased the game.
Most updates and discussion happen on development blog on site front page, latest post being from February 23rd and is about revised begining part of the game.

Oh and game is still in alpha stage (plot need to be finalised and writen and game completable by beta. Beta is mainly for bug fixing, balansing and final polish before official 1.0 release).
Post edited March 02, 2011 by Petrell
Looks rather good I have to say. Top down view like others have said isn't that great, but everything else I like the sound of. I think I may get this game.
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Petrell: Most updates and discussion happen on development blog on site front page, latest post being from February 23rd and is about revised begining part of the game.
Great. Thank you.
Lots of updates this month, including lots of new screenshots and new features.

New screenshots:

March 3rd - Island
March 4th - Password
March 4th - Stables
March 5th - Explosion
March 5th - Plotho
March 6th - X Marks the Spot!
March 6th - Random House
March 7th - Alchemist’s
March 8th - Hannah the Ghost
March 8th - Fish Bones
March 9th - The Blessed Heart

New features:

March 10th - Talent Tree!
March 14th - Sharper Terrain
March 16th - Random finds and item combining
March 20th - Quick Travel
March 22nd - Shop Shop Shop!
Post edited March 23, 2011 by Petrell
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Petrell: March 4th - Password
Ville wins twenty three internets.

The talent tree also looks very exciting. Can't wait to see how it impacts gameplay.
Driftmoon Alpha 4 has been released!
Driftmoon Alpha 4!
April 4th, 2011 by Ville

A new version of Driftmoon approaches! In fact, it’s already here! As before, preorderers can access it on the secret download page. If you haven’t preordered yet, you can still get your copy for 20% off!

The most visible change is the improved plot, with the addition of the new starting level. It gives the game a much more fleshed out background story, along with a better idea of what the game is about.

The new talent system is worth mentioning, with many unique combat skills and passive talents. I’ve been playing with the more advanced combat skills, and fighting the nasties has definitely become more interesting. There are critical hits, evasive maneuvers, various skills that affect groups of enemies. My favourite is the Arrow Rain Mastery, which reminds me of the legendary triple crossbow in Ultima.

I’ve also noticed the new random object system makes the game a lot more replayable. Since I have to replay it two times every week, I say it’s great!

Game changelog:

» A new level in the start of the game.
» Full Talent tree.
» Recipes can be used to create new items with ingredients.
» Shops.
» Quick Travel. Traveling in Driftmoon was very fast anyway, but this makes it even better.
» Improved terrain and plant graphics.
» Critical hits. Take that, you evil undead monster!
» Enabled VSync by default, for smoother graphics and less CPU usage.
» You can now pick up an Astrolabe to tell the time. There’s a quest that needs you to know the time, so it’s even partially useful!
» Improved texture caching, requires less video memory. You’ll see it as a faster load time when changing levels.
» Feedback button. You can now send feedback directly from the game.
» Stealing prompt. The game now asks if you really want to steal from someone.

Modding changelog:

» Script action to fire a projectile from a trap. For example, see the arrow traps in the tomb level labyrinth.
» The selected object ID is shown in the lower left corner. Useful when you need to know the id for a script.
» Possible to force intro sequences from scripts. For example, see the start of the tomb level.
» Scripted objects are highlighted. No longer need to search for that one scripted object.
» Zooming out in the editor now immediately shows the complete map area, no more waiting for it to render.
» Greatly improved minimap rendering time. From 10 seconds to 1 or better. Not that you will need this very often.
» Added a button to reload all textures. No longer need to restart to see your recent changes to a texture.
» Particles can now have a gravity. For example, see the fountain in the starting village.
» Items can now be placed on moving objects, and they move with them.
» Script activation type StartRandom activates a random script at startup. For example, see the smithy basement, where it’s used to select the kind of chests placed there.
» Shop prices can be edited within the shop by pressing +/- on the item. This only works if the level was started from the editor.

Feedback button:

With this version I’ve gone through the trouble of adding a feedback button. It’s a little button that’s visible in every screen, and you can use it to send us direct feedback. So when you’re playing the game and you feel like something could be better, or there’s an error, just click the button, and write down what you want to tell us. Please use it, we’re very happy to hear your suggestions!

The game even takes a screenshot that can be sent along with the message, in case the problem is visible on the screen. And don’t worry, the button will be moved to a less visible place later.