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We're done! For now...

The Q&A is finished! Thanks everyone for joining in, being great, hanging out, and a huge thanks to the awesome team behind Victor Vran.

There have been fantastic questions, in-depth answers, and some great news as well! There's plenty to take in - if you missed the main event, read up a sample below or just see the full thread. Stay tuned for more Developer Q&As in the future!






JustMaku: Why’d you call the game Victor Vran? Is there significance behind the name? (Unless that’s a major spoiler.)

"Hmmm… There are several different answers, all of them containing a snippet of truth. We loved the sound of the name, we were gloating about the idea how the English-speaking voice actors and players would try to say it, Victor is meant to be victorious, Vran means several things in several different languages that we all wanted to add to the background of the character… The rest is spoilers, my good chap!"

Selsius: Can we expect more weapons (greatswords, fist weapons)? I know one DLC with a spell book is coming.

"We definitely want to bring more weapons to Victor Vran and we have many ideas. The Tome (a spell caster type weapon) will be the first addition to Victor Vran's arsenal. The expansion will also add new weapons, but we will talk about them a bit further down the line. But we also want to hear what weapons and play styles you, the players, want to see in Victor Vran.”

stubbie: Any plans to implement a hardcore difficulty setting?

“We have "hard" mode already, in which you have all 5 Hexes turned on from the start of the game. Also, all monsters are slightly, sadistically stronger than their 5-Hex-versions. Of course, we aren't heartless and we allowed you to accept defeat by manually deactivating the hardcore mode for your character PERMANENTLY.
And if you don't feel challenged enough, we have an achievement to complete the story without dying even once. Do this in hardcore mode, please.”

gunshellmav: Would you say there are any books or stories that influenced the development of this game? If so, what are they?

“Too many. Not only books and stories, but also movies and TV series. Also, poetry. Lots of it. Examples include "Supernatural", classics like Bram Stoker's "Dracula", things like Batman - and then enter Yeats and Poe, even a bit of Nietzsche. As you can see, it's all over the place. So were we!”







Our guests:

BOYAN (Lead Designer, BoyanD): “My love for games got me into game journalism and later I co-wrote the second Bulgarian tabletop roleplaying systems.”
-- Worked mainly on combat, monster design and bosses for Victor Vran
-- Also worked on the Tropico series, Omerta, The First Templar & more
-- He’s a huge fan of Guild Wars, board games, and card games

MOMCHIL (Designer, uncle_quenchy): “I create content that would make the average gamer cry in frustration and throw his PC out of the window”
-- Loves his job in game design
-- One of his favorite games is Bad Rats. Least favorite is sports.
Post edited July 27, 2015 by Konrad
Thank you both for holding a message-board Q&A, I think we all appreciate the time & effort.
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Skysect: Why there isn't customization options ( I know there is some outfits but I am asking especially face etc.) Omerta hasn't that features too but your other game Tropico have avatar creation . It's a bit weird :S
Hey Skysect,

Victor Vran has Outfits that change his entire model. In fact we're using the same system we used in Tropico for that. We decided to go with full outfits instead of splitting them in parts in order to make more concise and distinctive looks. You can also dye the outfits using dyes that drop as items in the game. There's even a legendary dye that adds a cool shader effect on top of the color.

We plan on adding more Outfits - actually we've already announced one of them as a free DLC - the Highlander outfit.

We are also considering other customization options but they are bit farther down the line for now.
you have remembered to let ivo out of his room now the game has been released
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Martek: I've read forum posts saying that keys can't be remapped (I don't use WASD - I am used to using the arrow keys for movement), and the mouse cannot be inverted.

Is that correct? If no interface is there, can keys and mouse-invert be changed via editing a config file?
You can remap all buttons for Action and Mouse-Move control schemes. We will continue to support the game and add changes to it in the future. The controls are an open topic on our Steam page and Early Access has proven that we listen to the feedback from our players - so don't hesitate to contact us with your suggestions. We feature in-game feedback system that you can activate either by using the "Send Feedback" function in the options menu or by pressing the handy F1 button. All of this is appreciated!
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andreiv72: you have remembered to let ivo out of his room now the game has been released
He's on a well deserved vacation now :)

...actually I think he should've been back by now?
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andreiv72: you have remembered to let ivo out of his room now the game has been released
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BoyanD: He's on a well deserved vacation now :)

...actually I think he should've been back by now?
"Vacation"
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BoyanD: He's on a well deserved vacation now :)

...actually I think he should've been back by now?
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uncle_quenchy: "Vacation"
I meant paid leave, a holiday. Not implying something else. :P
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Sachys: What were your biggest influences (or those of the concept artists) in terms of aesthetic (and as a knock - on, atmospheric) development during the early days of the projects concepting, and are there any major pitfalls that uncovered - either in terms of having done character "X" only to find out it felt like you were plagiarising another IP, or perhaps certain gameplay or quest elements drastically changed due to one artist going "Hey! This wont work!!!"

?
Are you sure you haven't developed a ton of games? One thing - convergent thinking is the devil. Just imagine a team that does a game about a monster/daemon/vampire hunter... Hmmm, how many variants of Van Helsing and Solomon Kane do you think we made? One too many, I'd say. Luckily, we're a team coherent and open-minded enough to quickly eliminate these while still staying "on track" with the popular cliches about how a hunter should look like.
Do you have any plans for a sequel already?

When you started on this, did you plan/work on it in such a way so as to leave the option of a sequel open, or is it something you never thought about?

(I haven't finished this yet so don't know if it ends on a cliffhanger or anything...)

Congrats, the game is great!
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Skysect: Why there isn't customization options ( I know there is some outfits but I am asking especially face etc.) Omerta hasn't that features too but your other game Tropico have avatar creation . It's a bit weird :S
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BoyanD: Hey Skysect,

Victor Vran has Outfits that change his entire model. In fact we're using the same system we used in Tropico for that. We decided to go with full outfits instead of splitting them in parts in order to make more concise and distinctive looks. You can also dye the outfits using dyes that drop as items in the game. There's even a legendary dye that adds a cool shader effect on top of the color.

We plan on adding more Outfits - actually we've already announced one of them as a free DLC - the Highlander outfit.

We are also considering other customization options but they are bit farther down the line for now.
Thanks for answer :)
Since character is BARD, when we get LUTE?

Game needs music weapons and 80's dance fighting...

and summons...
high rated
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Pixelion: Are there any "roguelike-zones" in Victor Vran, where the map randomly changes every time time visited from the player?
Yes and no. We don't feature randomly generated terrain, but we have an endless pit where you can fight until you drop. It looks like a series of platforms on each of which you encounter several waves of enemies that become tougher and tougher. The rewards are nice, the challenge - awesome. The monster waves are random and your map-based resources, such as healing shrines - are limited. And sometimes there's a twist...

Also, one of our immediate post-release goals is to add an area that will change from time to time. Oh, how I want to share more! (fists crunched in frustration)

And even that wouldn't be the end of it...

Play the bottomless pit and share your feedback - either from "Send Feedback" or by using the handy F1. My colleagues and me enjoy reading each one of them, even the negative ones, as we have the opportunity to learn from our mistakes and pinpoint the things that made you smile and enjoy the game!



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shoveling: Since character is BARD, when we get LUTE?

Game needs music weapons and 80's dance fighting...

and summons...
SOON
Attachments:
Post edited July 27, 2015 by uncle_quenchy
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ZFR: Do you have any plans for a sequel already?

When you started on this, did you plan/work on it in such a way so as to leave the option of a sequel open, or is it something you never thought about?

(I haven't finished this yet so don't know if it ends on a cliffhanger or anything...)

Congrats, the game is great!
Right now we are planning on adding to and improving Victor Vran via updates, free DLCs and the upcoming expansion. We've actually started working on the expansion though we are still in the early stages. There will be more news about it after Gamescom (hopefully).

The current setup of the world allows us to tell more stories about Victor Vran and his adventures so we plan on adding to them in the expansion.

No plans for a sequel, yet.
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uncle_quenchy: Are you sure you haven't developed a ton of games?
Heheh!
Actually I'm a freelance digital / graphic artist with a bit of a history in certain fields.

Thanks for the reply though. :)

Edit: should also add will be buying at some point as I've been following since early access (hence the Q).
Post edited July 27, 2015 by Sachys
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gloombandit: Thank you both for holding a message-board Q&A, I think we all appreciate the time & effort.
Thank you and thanks to the entire community for the awesome questions! xo xo