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Fellow Goggers, lend me your ears!

Whalenought Studios, the creators of Serpent in the Staglands, are in the final days of their KS for Copper Dreams, their latest game that they describe as "A CRPG featuring cyber-espionage on the edge of the galaxy. Turn based combat with timed actions, stealth and chainsaw arms."

The KS and the game have received a shamefully small amount of attention from gaming media and RPG enthusiasts, especially considering the studio's innovative approach to RPG mechanics. Their new ruleset "The Burning Candle", drops the usual RPG tropes in favour of re-imagining the way experience, health, exploration/environment and combat work.

You can find more about it on their Kickstarter page or in their interview with Matt Chat.

So, if you are interested in the game they are making, please consider pledging. If you are not and have a gaming friend who might be, please spread the info around, so that we may get the game founded and have another non-cookie cutter CRPG to enjoy.
Why oh why didn't they use the Staglands engine is what I want to know. That beautiful pixel/sprite-based style replaced with ugly low-res 3d models.
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Crosmando: Why oh why didn't they use the Staglands engine is what I want to know. That beautiful pixel/sprite-based style replaced with ugly low-res 3d models.
I was also disappointed by this. Despite the rather interesting changes to mechanics (they really went all-out on this, starting with formalizing the Burning Candle ruleset), visually the game couldn't be less appealing as it is. Not only is it a particularly bland, generic sort of 3D, the art direction seems like a miss to me.

Anyway, here's the official reasoning:

Right off the bat you might notice a few differences, one being the game is 3d. While we love pixel art, the move to 3d is necessary to create the interesting tactics that come from height and stealth, and opens up a lot mechanics that aren’t available in a low resolution 2d game, like more accessibility in controls, UI and text. To keep the aesthetic as similar as possible and something we’ll continue to enjoy working on, we’ve chosen a 3d style that utilizes the same filterless textures as pixel art, and are really happy with how it’s turning out.
Source
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Crosmando: Why oh why didn't they use the Staglands engine is what I want to know. That beautiful pixel/sprite-based style replaced with ugly low-res 3d models.
Because in Copper Dreams, you can turn around the isometric camera by 90 degrees. This way you can more easily find alternative approaches to entering an area/building. The game also builds on verticality, which means that you have climbing and jumping involved, which was not possible in the SitS engine.

Furthermore, they mention Metal Gear Solid (among other titles) as their inspiration, which is why they focus on espionage and an aesthetic more suitable to that era of gaming.
The look reminds me a lot of playstation 1 games, and it kinda works for me.
Game looks interesting, but I'm not enamored of the time factor. I hate racing the clock when I play games. NAybe I'm misunderstanding how they plan to utilize time in the game though.
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GR00T: Game looks interesting, but I'm not enamored of the time factor. I hate racing the clock when I play games. NAybe I'm misunderstanding how they plan to utilize time in the game though.
The game is turned-based and pauses when it is time for your character(s) to take action. It has however a wait period (thing of it as initiative is other RPGs) and an execution wait (time to aim for example). This allows for something akin to simultaneous turn execution found in certain strategy games.

For example, you choose to use suppressing fire and that takes some time to execute. If you succeed in your dice throws and your enemies are still in the wait period, they will be moved further up the wait time. If however, an enemy gets a shot at you during the execution wait, your action may be delayed.

The time element of the combat system is explained in this image, or you can watch a combat preview in this video (although to be fair, the combat video only has one PC and one NPC, so it does not show everything that the combat system allows).
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Matewis: The look reminds me a lot of playstation 1 games, and it kinda works for me.
i agree. while i typically have a preference for pixel based sprites, i quite like these. sort of ugly but in a loveable way. they look how i remember ps1 games looking, but these graphics actually look much better than most ps1 games (much sharper and much more detailed).
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Matewis: The look reminds me a lot of playstation 1 games, and it kinda works for me.
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fortune_p_dawg: i agree. while i typically have a preference for pixel based sprites, i quite like these. sort of ugly but in a loveable way. they look how i remember ps1 games looking, but these graphics actually look much better than most ps1 games (much sharper and much more detailed).
Yes, and the colour scheme in particular, which I saw in several PS1 games, eg
copper dreams vs Metal Gear Solid
The kind of blueish-greenish concrete
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de_Monteynard: The game is turned-based and pauses when it is time for your character(s) to take action. It has however a wait period (thing of it as initiative is other RPGs) and an execution wait (time to aim for example). This allows for something akin to simultaneous turn execution found in certain strategy games.

For example, you choose to use suppressing fire and that takes some time to execute. If you succeed in your dice throws and your enemies are still in the wait period, they will be moved further up the wait time. If however, an enemy gets a shot at you during the execution wait, your action may be delayed.

The time element of the combat system is explained in this image, or you can watch a combat preview in this video (although to be fair, the combat video only has one PC and one NPC, so it does not show everything that the combat system allows).
Ah, thanks. I admit I didn't take a long time looking for a clearer explanation of the time aspect. Looks good, then. :)
Post edited June 06, 2016 by GR00T
Almost there, only about $750 to go in 55 hours!

And don't forget to also vote for it in the GOG wishlist.
Post edited June 09, 2016 by jmaebe
Thanks to everyone's effort, Copper Dreams has reached its funding goal! But the battle is not yet over and we can still push toward the first stretch goal.

For those of you who do not have a credit card or do not wish to use Kickstarter, you can now also pledge via PayPal.
Post edited June 10, 2016 by de_Monteynard
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de_Monteynard: Thanks to everyone's effort, Copper Dreams has reached its funding goal! But the battle is not yet over and we can still push toward the first stretch goal.

For those of you who do not have a credit card or do not wish to use Kickstarter, you can now also pledge via PayPal.
Nice. Another cyberpunk game. Vote it
Nice to see it reached it's goal, love the Metal Gear Solid, Vagrant Story PS1 graphics. Much more appealing to me than 2d.
Less than 24h remain in Copper Dreams' KS campaign, so if anyone still wants to grab physical goodies, now is your chance to do so.