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Hello everybody! I've been working on my new RPG title, Dragonic Overlords for almost 3 years now on and off. I am in need of a few playtesters that have some extra time to give me some feedback, im at a stage right now where I can make changes if I need too. I'm happy to hear any recommendations and/or design suggestions.
Of course anyone who has some time to check it out will get a free copy of the finished game.
I'm hoping to get the game on GOG when it is completed.

If you are interested please send me a message. Thank you for your time!

If you want to see the game in action you can go to youtube and look up Golden Goblin Interactive, as I think I'm not allowed to put links of videos in the forums not to sure.

https://www.kickstarter.com/projects/dragonicoverlords/dragonic-overlords
Post edited November 22, 2024 by GoldenGoblinI
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GoldenGoblinI: Hello everybody! I've been working on my new RPG title, Dragonic Overlords for almost 3 years now on and off.
https://www.youtube.com/watch?v=fUqDAynWdeA

Looking good. Though I don't think, an upload in 360p is really doing your work justice.
Shoulda gone with hex base tiles...or even better, no tiles at all. The square makes it look wonky and un natural. The decision to copy the style of Baldurs Gate/Icewind Dale games was fine until you see just how bad it looks on a tile type game. Its like watching someone drive a stick shift for the first time in a expensive sport car. But...its the entire game omg...
Tried to send a message, but it wouldn't let me.

I will be happy to try it out, if you still need some testers, I'll be glad to give it a look.
Certain UI elements are very... familiar.
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OldFatGuy: Tried to send a message, but it wouldn't let me.

I will be happy to try it out, if you still need some testers, I'll be glad to give it a look.
I tried to send you a message as well, it is grayed out for some reason. I can send you the demo link to your email if you like. Id put the demo link on this post but I'm not sure if I'm allowed. I don't want to break any rules.
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GoldenGoblinI: Hello everybody! I've been working on my new RPG title, Dragonic Overlords for almost 3 years now on and off.
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BreOl72: https://www.youtube.com/watch?v=fUqDAynWdeA

Looking good. Though I don't think, an upload in 360p is really doing your work justice.
I'm gonna be uploading some 1080p videos soon, I just got a better video recorder.
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OldFatGuy: Tried to send a message, but it wouldn't let me.

I will be happy to try it out, if you still need some testers, I'll be glad to give it a look.
I figured it out, I had my privacy setting chat menu on for only friends.
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Shmacky-McNuts: Shoulda gone with hex base tiles...or even better, no tiles at all. The square makes it look wonky and un natural. The decision to copy the style of Baldurs Gate/Icewind Dale games was fine until you see just how bad it looks on a tile type game. Its like watching someone drive a stick shift for the first time in a expensive sport car. But...its the entire game omg...
Thanks for your input, That is the main reason I'm here atm is trying to get some feedback on the good and the bad. I was thinking of changing the battle scheme to hex grid, I might do that. Keep in mind I'm not after top notch graphics I'm after the old school feel and story, with lots to do, many quests, pretty much just a very long game, with not much hand holding. I realize not everyone likes old school ultima toee style graphics.
Post edited November 16, 2024 by GoldenGoblinI
I play ascii games, graphics be damned over good mechanics.

What I meant; The gameplay has DnD graphics, but moves into a clunky tile system. Baldurs gate and that lineup has no tiles at all. Which is better. But if yer new and dont have that skill to make it that, then a hex is slightly less clunky visually.

Hex is more complex. But gives a really good feel for strategy.
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Shmacky-McNuts: I play ascii games, graphics be damned over good mechanics.

What I meant; The gameplay has DnD graphics, but moves into a clunky tile system. Baldurs gate and that lineup has no tiles at all. Which is better. But if yer new and dont have that skill to make it that, then a hex is slightly less clunky visually.

Hex is more complex. But gives a really good feel for strategy.
Thanks for the advice, I'm gonna switch it over to hex and see how it comes out. I'll keep you posted, your not the only person to suggested I go with hex.
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GoldenGoblinI: Thanks for your input, That is the main reason I'm here atm is trying to get some feedback on the good and the bad. I was thinking of changing the battle scheme to hex grid, I might do that. Keep in mind I'm not after top notch graphics I'm after the old school feel and story, with lots to do, many quests, pretty much just a very long game, with not much hand holding. I realize not everyone likes old school ultima toee style graphics.
Have you considered not muting the music track when spoken dialogue is occurring, but instead only lowering it slightly? Much immersion can be removed when suddenly one is taken from cosy tavern or eerie cave into abrupt disquietude.
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GoldenGoblinI: Thanks for your input, That is the main reason I'm here atm is trying to get some feedback on the good and the bad. I was thinking of changing the battle scheme to hex grid, I might do that. Keep in mind I'm not after top notch graphics I'm after the old school feel and story, with lots to do, many quests, pretty much just a very long game, with not much hand holding. I realize not everyone likes old school ultima toee style graphics.
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SultanOfSuave: Have you considered not muting the music track when spoken dialogue is occurring, but instead only lowering it slightly? Much immersion can be removed when suddenly one is taken from cosy tavern or eerie cave into abrupt disquietude.
Yes I have done that yesterday I'll upload some better videos tomorrow at 1080p.
What I can say after that video is that the dialogues are really jarring, taking up all the screen like that, even more so when it's just a line from the NPC without responses available. It'd be much better the way it was done in the old school RPGs you seem to be aiming for, having it all in a textbox in the lower part of the screen, maybe with the option to expand when desired. And the text appearing gradually instead of all at once is also unnecessary, and may bother some who want to skip through, or even more so when you end up repeating dialogues. And in this kind of game I'd have done without voice acting, and while I guess it was quite some effort to voice everything, the voices really don't fit with the images that show up. At all. And there's also what was already mentioned, that the music stops then. Even making it fade, as suggested, seems wrong to me, the basic music/speech/effects volume settings should be there for the player to choose the balance between them.
As for combat, too little, and too dark, to get much of an impression, but what struck me as odd and possibly getting tedious as you play was the need to choose end turn at the end of combat to have it actually end. And, same as with the dialogues, that menu showing up there is odd, would seem... normal to me to have a fixed area of the screen where it's displayed at all times, with available options changing as appropriate.
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Cavalary: What I can say after that video is that the dialogues are really jarring, taking up all the screen like that, even more so when it's just a line from the NPC without responses available. It'd be much better the way it was done in the old school RPGs you seem to be aiming for, having it all in a textbox in the lower part of the screen, maybe with the option to expand when desired. And the text appearing gradually instead of all at once is also unnecessary, and may bother some who want to skip through, or even more so when you end up repeating dialogues. And in this kind of game I'd have done without voice acting, and while I guess it was quite some effort to voice everything, the voices really don't fit with the images that show up. At all. And there's also what was already mentioned, that the music stops then. Even making it fade, as suggested, seems wrong to me, the basic music/speech/effects volume settings should be there for the player to choose the balance between them.
As for combat, too little, and too dark, to get much of an impression, but what struck me as odd and possibly getting tedious as you play was the need to choose end turn at the end of combat to have it actually end. And, same as with the dialogues, that menu showing up there is odd, would seem... normal to me to have a fixed area of the screen where it's displayed at all times, with available options changing as appropriate.
Thanks for all your input, it goes along way for me. There is an option to adjust all the volume settings, I agree with you about some scenes being to dark that is a to do for me, I just have not got around to it. As far as the voices are concerned I'll have to keep it that way because I put way to much into it, not to mention there are really some very funny parts that the voices bring out where as text couldn't achieve. There are lots of shortcut keys to use including end combat. I had thought about trying out different text box options I'll take your advice and try out a few and see what everyone thinks. I'll keep you posted for sure. Thanks again your input really helps open my mind to other options.
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Cavalary: What I can say after that video is that the dialogues are really jarring, taking up all the screen like that, even more so when it's just a line from the NPC without responses available. It'd be much better the way it was done in the old school RPGs you seem to be aiming for, having it all in a textbox in the lower part of the screen, maybe with the option to expand when desired. And the text appearing gradually instead of all at once is also unnecessary, and may bother some who want to skip through, or even more so when you end up repeating dialogues. And in this kind of game I'd have done without voice acting, and while I guess it was quite some effort to voice everything, the voices really don't fit with the images that show up. At all. And there's also what was already mentioned, that the music stops then. Even making it fade, as suggested, seems wrong to me, the basic music/speech/effects volume settings should be there for the player to choose the balance between them.
As for combat, too little, and too dark, to get much of an impression, but what struck me as odd and possibly getting tedious as you play was the need to choose end turn at the end of combat to have it actually end. And, same as with the dialogues, that menu showing up there is odd, would seem... normal to me to have a fixed area of the screen where it's displayed at all times, with available options changing as appropriate.
What do you think of this? I also stopped the sound from stopping during conversations.

https://ibb.co/HpxcHm4
Post edited November 16, 2024 by GoldenGoblinI
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GoldenGoblinI: What do you think of this? I also stopped the sound from stopping during conversations.

https://ibb.co/HpxcHm4
Oh, much better. I'd still go for the old school fixed textbox, but if you don't want to do that, or can't with how you already set up the rest of the UI, it's a huge improvement.
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GoldenGoblinI: What do you think of this? I also stopped the sound from stopping during conversations.

https://ibb.co/HpxcHm4
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Cavalary: Oh, much better. I'd still go for the old school fixed textbox, but if you don't want to do that, or can't with how you already set up the rest of the UI, it's a huge improvement.
This is the closest I can come without having to redo a lot of the ui. I got rid of the character bust image as well, i think your right I like it better. https://ibb.co/KzSWDQb